Gaming machine

JP2026015442A5Pending Publication Date: 2026-04-21SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-11-11
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to attract and maintain player attention, particularly in games with varying states of advantage.

Method used

Incorporating specific determination means for game control, including modes that change based on predetermined conditions, and notification systems to enhance player engagement.

Benefits of technology

Enhances player attention and engagement by dynamically adjusting game modes and providing notification results, thereby increasing overall interest in the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of suitably increasing the degree of attention to a game.SOLUTION: When the game ball passes through the through gate 64, a support lottery is executed and a normal symbol game round is executed. Also, when a support winning result is attained in the support drawing, the accessory opening / closing game by the normal electric accessory is executed after the end of the normal symbol game round on the basis of it. In the case of a support winning result, when a support flag is set during the first normal electric opening in the accessory opening / closing game corresponding to the support winning result, the form of the accessory opening / closing game becomes a first form in which the first opening corresponds to a low frequency support mode and the second opening corresponds to a high frequency support mode. Also, when the support flag is not set during the first normal electric opening in the case of the support winning result, the form of the accessory opening / closing game is turned to a second form of only performing the first opening corresponding to a low frequency support mode.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] For example, in gaming machines such as pachinko machines, there are known machines that have a normal gaming state and a gaming state that is more advantageous to the player, and that perform control such as switching the gaming state based on the establishment of predetermined conditions, and perform various switches related to the progress of the game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-81853 Summary of the Invention [Problem to be solved by the invention]

[0004] Here, there is still room for improvement in the gaming machines and the like exemplified above in terms of attracting attention to the games.

[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]

[0006] The present invention includes: a specific determination means for executing a specific determination based on the establishment of a predetermined determination condition; A game control means for controlling the game so that a game is played when a game action is started based on the specific determination and a notification result corresponding to the result of the specific determination is counted as one game; A specific control execution means capable of executing a specific control after a game in which the result of the specific determination becomes a predetermined result; a first means for setting a first mode as the specific control mode when a predetermined condition is satisfied in a predetermined situation after the execution of the specific judgment when the result of the specific judgment becomes a predetermined result; and a second means for changing the mode of the specific control to a second mode different from the first mode when the result of the specific determination is a predetermined result and the predetermined condition is not satisfied in the predetermined situation; The present invention is characterized by the following features. [Effects of the Invention]

[0007] According to the present invention, it is possible to preferably increase the level of attention to the game. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view showing a pachinko machine according to an embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Figure 5] 1(a) is a schematic diagram of the second operating port when it is in a closed state, and FIG. 1(b) is a schematic diagram of the second operating port when it is in an open state. [Figure 6] 1(a) is a cross-sectional view of the variable winning device in a closed state, and FIG. 1(b) is a cross-sectional view of the first variable winning device in an open state. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 9] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 10] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 11]This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 12] FIG. 10 is a diagram showing an example of a win / loss table. [Figure 13] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 14] FIG. 10A is a diagram showing an example of a variable display time table for a jackpot, and FIG. 10B is a diagram showing an example of a variable display time table for a loss. [Figure 15] 10 is a flowchart showing NMI interrupt processing in the MPU of the main control device. [Figure 16] 10 is a flowchart showing a timer interrupt process. [Figure 17] A flowchart showing the winning process for an operating port. [Figure 18] 10 is a flowchart showing an information acquisition process. [Figure 19] 10 is a flowchart showing a main process. [Figure 20] 10 is a flowchart showing a normal process. [Figure 21] 10 is a flowchart showing a game play control process. [Figure 22] 10 is a flowchart showing a data setting process. [Figure 23] 10 is a flowchart showing a fluctuation start process. [Figure 24] 10 is a flowchart showing a process for setting a variable display time. [Figure 25] 10 is a flowchart showing a game state transition process. [Figure 26] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 27] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 28] 10 is a flowchart showing a reserved read-ahead process. [Figure 29] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 30] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 31] 10 is a flowchart showing a pending command response process. [Figure 32] A diagram showing the configuration of a hold memory area. [Figure 33] (a) is an explanatory diagram for explaining the hold notice effect, and (b) is an explanatory diagram for explaining the hold change points during a game round. [Figure 34] 10 is a flowchart showing a setting process for hold notice. [Figure 35] FIG. 10 is an explanatory diagram for explaining a presentation mode. [Figure 36] FIG. 10 is a diagram showing an example of a final display mode lottery table. [Figure 37] FIG. 10 is a diagram showing an example of a performance scenario lottery table. [Figure 38] 10A is a flowchart showing the first execution process of the hold notice, and FIG. 10B is a diagram showing the configuration of the display mode storage area. [Figure 39] FIG. 10 is a diagram illustrating the change suggestion effect. [Figure 40] 10A is a flowchart showing a shift command response process, and FIG. 10B is a diagram for explaining a shift process of a reserved image. [Figure 41] 10 is a flowchart showing the process for displaying special chart changes. [Figure 42] 10 is a flowchart showing a process for switching presentation modes. [Figure 43] 10 is a flowchart showing a setting process for advance notice return. [Figure 44] 10 is a flowchart showing the second execution process of the hold notice. [Figure 45] 10 is a flowchart showing the third execution process of the hold notice. [Figure 46] 10 is a flowchart showing the process for promoting a pending notice. [Figure 47] FIG. 10 is a diagram illustrating an example of a promotion determination table. [Figure 48]FIG. 10 is a diagram showing a display example of a hold image. [Figure 49] FIG. 10 is a diagram showing a display example of a hold image. [Figure 50] FIG. 10 is a diagram showing a display example of a hold image. [Figure 51] 10 is a flowchart showing a pending command handling process according to the second embodiment. [Figure 52] 10 is a flowchart showing a process for switching presentation modes. [Figure 53] 10 is a flowchart showing a second setting process for hold notice. [Figure 54] 10 is a flowchart showing the process for displaying special chart changes. [Figure 55] FIG. 10 is a diagram showing a display example of a hold image. [Figure 56] 11 is a flowchart showing a rendering mode switching process according to the third embodiment. [Figure 57] FIG. 10 is a diagram showing an example of a return determination table. [Figure 58] FIG. 10 is a diagram showing a display example of a hold image. [Figure 59] FIG. 13 is a diagram showing an example of a variable display time table according to the fourth embodiment. [Figure 60] 10 is a flowchart showing a setting process for hold notice. [Figure 61] FIG. 10 is a diagram showing an example of a final display mode lottery table. [Figure 62] FIG. 10 is a diagram showing an example of a final display mode lottery table. [Figure 63] 10 is a flowchart showing a process for an opening / closing execution mode. [Figure 64] 10 is a flowchart showing a setting process for advance notice return. [Figure 65] FIG. 10 is a diagram showing an example of a return determination table. [Figure 66] FIG. 10 is a diagram showing a display example of a hold image. [Figure 67] FIG. 10 is a diagram showing a display example of a hold image. [Figure 68]13A is a flowchart showing an information acquisition process according to the fifth embodiment, and FIG. 13B is a flowchart showing a pending command setting process. [Figure 69] 10 is a flowchart showing a pending command response process. [Figure 70] 10 is a flowchart showing a first reserved read-ahead process. [Figure 71] 10 is a flowchart showing a process for an opening / closing execution mode. [Figure 72] 10 is a flowchart showing a second reserved read-ahead process. [Figure 73] 10 is a flowchart showing a setting process for advance notice return. [Figure 74] FIG. 10 is a diagram illustrating an example of an upper limit display mode table. [Figure 75] FIG. 10 is a diagram showing a display example of a hold image. [Figure 76] FIG. 10 is a diagram showing a display example of a hold image. [Figure 77] FIG. 13 is a block diagram showing an electrical configuration according to a sixth embodiment. [Figure 78] 10 is a flowchart showing main processing in the MPU of the performance control device. [Figure 79] 10 is a flowchart showing a normal process. [Figure 80] 10 is a flowchart showing the process for restoring a hold notice. [Figure 81] 10 is a flowchart showing a display mode setting process. [Figure 82] 10 is a flowchart showing the process for displaying special chart changes. [Figure 83] 10 is a flowchart showing the fourth execution process of the hold notice. [Figure 84] 10 is a flowchart showing the process for promoting a pending notice. [Figure 85] FIG. 10 is a diagram showing a display example of a hold image. [Figure 86] FIG. 10 is a diagram showing a display example of a hold image. [Figure 87]13A is a flowchart showing main processing according to the seventh embodiment, and FIG. 13B is a flowchart showing normal processing. [Figure 88] 10 is a flowchart showing a performance setting process. [Figure 89] 10 is a flowchart showing a display mode setting process. [Figure 90] FIG. 10 is a diagram showing a display example of a hold image. [Figure 91] FIG. 10 is a diagram showing a display example of a hold image. [Figure 92] 13 is a flowchart showing a rendering mode switching process according to the eighth embodiment. [Figure 93] 10 is a flowchart showing a mode switching determination process. [Figure 94] A figure showing how switching between presentation modes is restricted. [Figure 95] FIG. 13 is a diagram showing a switching manner of the rendering mode in the ninth embodiment. [Figure 96] 10 is a flowchart showing a process for switching presentation modes. [Figure 97] 10 is a flowchart showing a pending command response process. [Figure 98] 10 is a flowchart showing a second setting process for hold notice. [Figure 99] FIG. 10 is a diagram showing a display example of a hold image. [Figure 100] FIG. 10 is an explanatory diagram for explaining the contents of various counters used in lotteries for winning or losing in the second embodiment. [Figure 101] FIG. 10A is a diagram showing an example of a win / loss table for a low probability mode, and FIG. 10B is a diagram showing an example of a win / loss table for a high probability mode. [Figure 102] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of a second time-saving game state. [Figure 103](a) is a diagram showing an example of a support lottery table for the low frequency support mode, (b) is a diagram showing an example of a support lottery table for the high frequency support mode, and (c) is a diagram showing an example of a device opening and closing game. [Figure 104] 10 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 105] A flowchart showing the winning process for an operating port. [Figure 106] 10 is a flowchart showing an information acquisition process. [Figure 107] 10 is a flowchart showing a normal process. [Figure 108] 10 is a flowchart showing the special game play control processing. [Figure 109] 10 is a flowchart showing a data setting process. [Figure 110] 10 is a flowchart showing a fluctuation start process. [Figure 111] 10 is a flowchart showing a process for setting a variable display time. [Figure 112] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 113] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 114] 10 is a flowchart showing a game state transition process. [Figure 115] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 116] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 117] 10 is a flowchart showing a high-probability mode update / termination process. [Figure 118] 10 is a flowchart showing a process for updating and terminating the high frequency support mode. [Figure 119] 10 is a flowchart showing the processing for transitioning to the second time-shortened gaming state. [Figure 120] 10A is a flowchart showing a process for starting a final display, and FIG. 10B is a flowchart showing a process for ending a final display. [Figure 121]10 is a flowchart showing the general game play control processing. [Figure 122] 10 is a flowchart showing the process of starting normal map fluctuations. [Figure 123] 10 is a flowchart showing processing for electric utility support. [Figure 124] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 125] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 126] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 127] 10 is a flowchart showing a first transition performance setting process. [Figure 128] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 129] 10 is a flowchart showing a second transition performance setting process. [Figure 130] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 131] 10 is a flowchart showing an ending effect setting process. [Figure 132] 10 is a flowchart showing the process for displaying special chart changes. [Figure 133] 10A is a flowchart showing the process for updating the remaining number of times display, and FIG. 10B is a flowchart showing the process for updating the number of times of failure display. [Figure 134] FIG. 10 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. [Figure 135] FIG. 10 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. [Figure 136] FIG. 10 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. [Figure 137] FIG. 10 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state in Modification 1 according to the second embodiment. [Figure 138] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 139]FIG. 10 is a diagram for explaining a second time-shortened gaming state according to variant example 2 of the second embodiment. [Figure 140] 10 is a flowchart showing the processing for transitioning to the second time-shortened gaming state. [Figure 141] FIG. 10 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. [Figure 142] FIG. 10 is a diagram showing an example of a winning / losing table relating to variant example 3 of the second embodiment. [Figure 143] FIG. 10 is a diagram showing an example of a jackpot type table. [Figure 144] FIG. 10A is a diagram showing an example of a type table for special misses, and FIG. 10B is a diagram showing an example of a third time-shortening game state. [Figure 145] 10 is a flowchart showing the special game play control processing. [Figure 146] 10 is a flowchart showing a fluctuation start process. [Figure 147] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 148] 10 is a flowchart showing the processing for transitioning to the third time-shortened gaming state. [Figure 149] 10 is a flowchart showing a process for starting a final display. [Figure 150] 10 is a flowchart showing a performance setting process. [Figure 151] 10 is a flowchart showing the process for displaying special chart changes. [Figure 152] 10 is a flowchart showing the process for starting fluctuations. [Figure 153] FIG. 10 is a diagram showing a display example of a pattern display device. [Fig. 154] FIG. 10 is an explanatory diagram for explaining the flow of transition to the third time-shortened gaming state. [Figure 155] FIG. 10 is an explanatory diagram for explaining the flow of transition to the third time-shortened gaming state. [Figure 156] This is an explanatory diagram to explain the flow of the regular game round in the final game round. [Figure 157] FIG. 10 is a diagram showing an example of a winning / losing table according to variant example 4 of the second embodiment. [Figure 158] 10(a) and 10(b) are diagrams showing an example of a type table for a big win, and 10(c) is a diagram showing an example of a third time-saving gaming state. [Figure 159] 10 is a flowchart showing the processing for transitioning to the third time-shortened gaming state. [Figure 160] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 161] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 162] 10 is a flowchart showing a performance setting process. [Figure 163] 10A is a flowchart showing the first transition effect setting process, and FIG. 10B is a diagram showing an example of a game effect for the first time-shortened game state. [Fig. 164] 10A is a flowchart showing the process of setting the third transition effect, and FIG. 10B is a diagram showing an example of the game play effect for the third time-shortened game state. [Figure 165] 10 is a flowchart showing the process for displaying special chart changes. [Figure 166] 10A is a flowchart showing the process for starting the fluctuation, and FIG. 10B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the performance for the game play. [Figure 167] FIG. 10 is a diagram showing examples of specific effects A to E. [Figure 168] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 169] FIG. 10 is a diagram showing an example of a winning / losing table relating to variant example 5 of the second embodiment. [Figure 170] 10(a) and 10(b) are diagrams showing an example of a type table for a big win, and 10(c) is a diagram showing an example of a third time-saving gaming state. [Figure 171] 10 is a flowchart showing the processing for transitioning to the third time-shortened gaming state. [Figure 172] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 173] FIG. 10 is a diagram showing an example of a variable display time table. [Fig. 174] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 175] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 176] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 177] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 178] FIG. 10 is a diagram showing an example of a winning / losing table relating to variant example 6 of the second embodiment. [Figure 179] (a) and (b) are diagrams showing an example of a type table for jackpots, (c) is a diagram showing an example of a second time-shortened game state, and (d) is a diagram showing an example of a third time-shortened game state. [Figure 180] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 181] 10 is a flowchart showing the special game play control processing. [Figure 182] 10 is a flowchart showing a fluctuation start process. [Figure 183] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 184] 10 is a flowchart showing a high frequency support mode update process. [Figure 185] 10 is a flowchart showing a process for determining whether to transition to the second time-shortened gaming state. [Figure 186] 10 is a flowchart showing a process for determining whether to transition to the third time-shortened gaming state. [Figure 187] 10 is a flowchart showing a high frequency support mode ending process. [Figure 188] 10 is a flowchart showing a process for transitioning to a time-saving gaming state. [Figure 189] 10 is a flowchart showing a process for starting a final display. [Figure 190] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 191] 13 is a flowchart showing a fluctuation start process according to a seventh modified example of the second embodiment. [Figure 192] 10 is a flowchart showing a process for determining whether to transition to the third time-shortened gaming state. [Figure 193] 10 is a flowchart showing a process for determining whether to transition to the second time-shortened gaming state. [Figure 194] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 195] 10A is a diagram showing an example of a type table for special misses according to the eighth modified example of the second embodiment, and FIG. 10B is a diagram showing an example of a third time-shortened gaming state. [Figure 196] 10 is a flowchart showing a fluctuation start process. [Figure 197] 10 is a flowchart showing a process B for determining a transition to the third time-shortened gaming state. [Figure 198] 10 is a flowchart showing a process B for determining a transition to the second time-shortened gaming state. [Figure 199] 10 is a flowchart showing a process for transitioning to a time-saving gaming state. [Figure 200] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 201] 13 is a flowchart showing a fluctuation start process according to a ninth modified example of the second embodiment. [Figure 202] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 203] 13 is a flowchart showing a fluctuation start process according to a tenth modification of the second embodiment. [Figure 204] 10 is a flowchart showing a process for determining whether to transition to the second time-shortened gaming state. [Figure 205] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 206] FIG. 10 is an explanatory diagram for explaining the flow of the game state. [Figure 207] FIG. 19 is an explanatory diagram for explaining an external signal according to Modification 11 of the second embodiment. [Figure 208] FIG. 23 is an explanatory diagram for explaining an external signal according to a twelfth modification of the second embodiment. [Figure 209] FIG. 2 is an explanatory diagram for explaining an external signal. [Figure 210]FIG. 1A is a diagram illustrating a connection terminal, and FIG. 1B is a diagram illustrating the characteristics of an external signal. [Figure 211] FIG. 10 is an explanatory diagram for explaining the contents of various counters used in the winning / losing lottery in the third embodiment. [Figure 212] FIG. 10A is a diagram showing an example of a win / loss table for a low probability mode, and FIG. 10B is a diagram showing an example of a win / loss table for a high probability mode. [Figure 213] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 214] FIG. 10A is a diagram showing an example of a type of special miss result, and FIG. 10B is a diagram showing an example of a type of sudden time-saving game state. [Figure 215] FIG. 10 is a diagram showing an example of a support lottery table. [Figure 216] 10 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 217] A flowchart showing the winning process for an operating port. [Figure 218] 10 is a flowchart showing an information acquisition process. [Figure 219] 10 is a flowchart showing a normal process. [Figure 220] 10 is a flowchart showing the special game play control processing. [Figure 221] 10 is a flowchart showing a data setting process. [Figure 222] 10 is a flowchart showing a fluctuation start process. [Figure 223] 10 is a flowchart showing a game state transition process. [Figure 224] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 225] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 226] 10 is a flowchart showing a high frequency support mode update process. [Figure 227]10A is a flowchart showing the process for determining whether or not a game state has suddenly shifted to a time-shortened gaming state, and FIG. 10B is a diagram showing the configuration of a RAM. [Figure 228] 10 is a flowchart showing a reservation process. [Figure 229] 10 is a flowchart showing a process for setting a variable display time. [Figure 230] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 231] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 232] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 233] This is a diagram to explain the special reach miss A effect and the special reach miss B effect. [Figure 234] 10 is a flowchart showing a high frequency support mode ending process. [Figure 235] 10 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Figure 236] 10 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Figure 237] 10 is a flowchart showing the general game play control processing. [Figure 238] 1A is a flowchart showing the process of starting normal map fluctuations, and FIG. 1B is a diagram showing an example of the fluctuation display time. [Figure 239] 1A is a flowchart showing the processing for supporting electric roles, and FIG. 1B is a diagram showing an example of the manner in which the device is opened and closed during play. [Figure 240] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 241] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 242] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 243] 10 is a flowchart showing a first transition performance setting process. [Figure 244] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 245]10 is a flowchart showing the process for displaying special chart changes. [Figure 246] 10A is a flowchart showing the second transition effect setting process, and FIG. 10B is a diagram showing a display example of the symbol display device. [Figure 247] 10A is a flowchart showing a process for setting a performance for reservation, and FIG. 10B is a diagram showing an example of a display of an image for reservation. [Figure 248] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 249] 10A is a flowchart showing the process of setting the final effect, and FIG. 10B is a diagram showing an example of the display of the symbol display device. [Figure 250] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 251] 13 is a flowchart showing a process for determining a transition to a sudden time-shortened gaming state in a first variant example of the third embodiment. [Figure 252] 10 is a flowchart showing a reservation update process. [Figure 253] 10A is a flowchart showing the effect setting process, and FIG. 10B is a flowchart showing the reservation image update process. [Figure 254] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 255] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 256] 13A is a diagram showing an example of a sudden time-shortening gaming state according to Modification 2 of the third embodiment, and FIG. 13B is a diagram showing a priority information storage area. [Figure 257] 1A is a diagram showing an example of a normal game in a sudden time-saving game state, and FIG. 1B is a diagram showing an example of a game in which a special device is opened and closed. [Figure 258] 10 is a flowchart showing a reserved update process. [Figure 259] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 260]13A is a diagram showing an example of a sudden time-shortening gaming state according to Modification 3 of the third embodiment, and FIG. 13B is a diagram showing a counter area for the time-shortening gaming state. [Figure 261] 10A is a flowchart showing the process for determining whether or not a game state has suddenly shifted to a time-saving gaming state, and FIG. 10B is a diagram showing an occurrence order information storage area. [Figure 262] 10 is a flowchart showing a reservation process. [Figure 263] 10 is a flowchart showing a process for setting a variable display time. [Figure 264] 10 is a flowchart showing a high frequency support mode update process. [Figure 265] 10 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Figure 266] 10 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Figure 267] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 268] A diagram showing the state of the counter area for time-saving game mode. [Figure 269] 13(a) is a diagram showing a time-shortened gaming state counter area according to Modification 4 of the third embodiment, and FIG. 13(b) is a diagram showing an occurrence order information storage area. [Figure 270] 10 is a flowchart showing a reservation process. [Fig. 271] 10 is a flowchart showing a high frequency support mode update process. [Fig. 272] 10 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Fig. 273] 10 is a flowchart showing an ending effect setting process. [Fig. 274] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 275] 13A is a diagram showing a counter area for time-shortening game states according to a fifth modified example of the third embodiment, and FIG. 13B is a diagram showing an example of the priority of each time-shortening game state. [Figure 276]10A is a flowchart showing the process for determining whether or not a game has suddenly entered a time-shortened gaming state, and FIG. 10B is a diagram showing the state of a counter area for the time-shortened gaming state. [Figure 277] 10A is a flowchart showing the reservation process, and FIG. 10B is a diagram showing the state of the counter area for the time-shortened game mode. [Fig. 278] 10 is a flowchart showing a high frequency support mode update process. [Figure 279] 10 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Figure 280] 10A is a flowchart showing the second transition process for the sudden time-shortened gaming state, and FIG. 10B is a diagram showing the state of the counter area for the time-shortened gaming state. [Figure 281] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 282] A diagram showing the state of the counter area for time-saving game mode. [Figure 283] 13A is a diagram showing an example of a time-shortening gaming state according to Modification 6 of the third embodiment, and FIG. 13B is a diagram showing an example of the priority of each time-shortening gaming state. [Fig. 284] 1A is a diagram showing an example of a normal game in a time-saving game state, and FIG. 1B is a diagram showing an example of a game in which a special device is opened and closed. [Figure 285] 10 is a flowchart showing a process for determining whether to suddenly transition to a time-saving gaming state. [Figure 286] 10 is a flowchart showing a process for setting a variable display time. [Figure 287] 10 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Figure 288] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 289] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 290] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 291]This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 292] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game mode. [Figure 293] (a) is a diagram showing an example of a ceiling time-shortening game state relating to variant example 7 of the third embodiment, (b) is a diagram showing an example of types of time-shortening game states, and (c) is a diagram showing an example of the priority of each time-shortening game state. [Fig. 294] 10A is a flowchart showing the process of starting fluctuations, and FIG. 10B is a flowchart showing the process of controlling the number of times a special game is played. [Figure 295] 10 is a flowchart showing the process for determining transition to the ceiling time-shortened game state. [Figure 296] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 297] A flowchart showing the process for transitioning to the ceiling time-saving game state. [Figure 298] This is an explanatory diagram to explain the flow when the number of miss plays reaches the ceiling number of plays during the time-saving play state or when a special miss result occurs. [Figure 299] 10A is a diagram showing an example of a win / lose table for a low probability mode according to variant 8 of the third embodiment, and FIG. 10B is a diagram showing an example of a special loss result. [Figure 300] FIG. 10 is a diagram showing an example of a special miss result. [Figure 301] 10 is a flowchart showing a process for determining whether to suddenly transition to a time-saving gaming state. [Figure 302] 10 is a flowchart showing a reservation release process. [Figure 303] 10 is a flowchart showing a process for setting a variable display time. [Figure 304] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 305] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 306] 10 is a flowchart showing a performance setting process. [Figure 307] FIG. 10 is a diagram illustrating an example of a reservation display section. [Figure 308] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 309] FIG. 10 is an explanatory diagram for explaining the contents of various counters used in the winning / losing lottery in the fourth embodiment. [Figure 310] FIG. 10A is a diagram showing an example of a win / loss table for a low probability mode, and FIG. 10B is a diagram showing an example of a win / loss table for a high probability mode. [Figure 311] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 312] FIG. 10 is a diagram showing an example of a support lottery table. [Figure 313] 1A is a diagram showing an example of a normal winning type table, and FIG. 1B is a diagram showing an example of a low winning device opening and closing game. [Figure 314] FIG. 10 is a diagram showing an example of a high-prize opening and closing game. [Figure 315] 10 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 316] A flowchart showing the winning process for an operating port. [Figure 317] 10 is a flowchart showing an information acquisition process. [Figure 318] 10 is a flowchart showing a normal process. [Figure 319] 10 is a flowchart showing the special game play control processing. [Figure 320] 10 is a flowchart showing a data setting process. [Figure 321] 10 is a flowchart showing a fluctuation start process. [Figure 322] 10 is a flowchart showing a game state transition process. [Figure 323] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 324] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 325]10 is a flowchart showing a high frequency support mode update process. [Figure 326] 10 is a flowchart showing a process for determining whether to suddenly transition to a time-saving gaming state. [Figure 327] 10 is a flowchart showing a process for setting a variable display time. [Figure 328] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 329] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 330] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 331] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 332] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 333] 10 is a flowchart showing a high frequency support mode ending process. [Figure 334] 10 is a flowchart showing the process for suddenly transitioning to a time-saving gaming state. [Figure 335] 1A is a flowchart showing the general game play control process, and FIG. 1B is a diagram showing an example of the confirmed display time. [Figure 336] 10 is a flowchart showing the process of starting normal map fluctuations. [Figure 337] (a) is a diagram showing an example of the stop result for a normal winning bid, and (b) is a diagram showing an example of the variable display time. [Figure 338] 10 is a flowchart showing processing for electric utility support. [Figure 339] 10A is a flowchart showing the opening count setting process, and FIG. 10B is a flowchart showing the upper limit opening time setting process. [Figure 340] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 341] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 342] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 343]10 is a flowchart showing a first transition performance setting process. [Figure 344] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 345] 10 is a flowchart showing the process for displaying special chart changes. [Figure 346] 10A is a flowchart showing the second transition effect setting process, and FIG. 10B is a diagram showing a display example of the symbol display device. [Figure 347] 10 is a flowchart showing an ending effect setting process. [Figure 348] 10 is a flowchart showing the process for displaying map changes. [Figure 349] FIG. 10 is a diagram for explaining the general map display area. [Figure 350] A diagram to explain the variable display in the general map display area. [Figure 351] 10 is a flowchart showing a stop result setting process. [Figure 352] 10 is a flowchart showing a process for changing a stop result. [Figure 353] 10 is a flowchart showing a process for special light emission effects. [Figure 354] FIG. 10 is a diagram showing an example of a special light-emitting effect. [Figure 355] 10 is a flowchart showing a start timing setting process. [Figure 356] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 357] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 358] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 359] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 360] FIG. 10 is an explanatory diagram for explaining the start timing of the special light-emitting effect. [Figure 361] FIG. 13 is a diagram showing an example of a high prize device opening and closing game according to the first modified example of the fourth embodiment. [Figure 362]This is a flowchart showing the opening and closing process of the role-playing device. [Figure 363] 10A is a flowchart showing an upper limit opening time setting process, and FIG. 10B is a flowchart showing a closing time setting process. [Figure 364] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 365] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. [Figure 366] FIG. 13 is a diagram showing an example of a high prize device opening and closing game according to the second modified example of the fourth embodiment. [Figure 367] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 368] 10 is a flowchart showing an opening count change process. [Figure 369] FIG. 10 is an explanatory diagram for explaining an example of switching the operation mode of the normal side game. DETAILED DESCRIPTION OF THE INVENTION

[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10 as seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area PE of the pachinko machine 10 for convenience.

[0010] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to this outer frame 11.

[0011] The outer frame 11 is made up of plate materials connected on all four sides, forming a rectangular frame. The pachinko machine 10 is installed in the gaming hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.

[0012] The gaming machine main body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion between the upper and left frame portions of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame portions of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main body 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).

[0013] 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a rear pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.

[0014] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front (see Figure 3).

[0015] Next, we will explain the front door frame 14. As shown in Figure 2, the front door frame 14 is mainly composed of a frame body 20 made of synthetic resin and having an outer shape substantially identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that almost the entire area of ​​a play area PE, which will be described later, can be viewed from the front, and the window section 21 is blocked from the back side of the front door frame 14 by a glass unit 22.

[0016] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of ​​the glass panels 23 into front and rear, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the glass panels 23 double-cover the playing area PE from the front side of the pachinko machine 10.

[0017] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one, three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to use multiple glass panels and arrange them facing each other at the front and back with a predetermined gap between them. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panels.

[0018] As shown in FIG. 1, various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a lamp portion (annular illumination portion) 26 incorporating a light-emitting device such as an LED is provided along the periphery of the window portion 21. The lamp portion 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. In addition, an error display lamp portion 27 that lights up in the event of a predetermined error is provided at the center of the lamp portion 26 and at the top of the pachinko machine 10, and prize ball lamp portions 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp portion 27. In addition, speaker portions 29 that output sound effects and the like according to the game status are provided near the left and right prize ball lamp portions 28.

[0019] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism (described later). The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.

[0020] In addition, a performance operation unit 36 ​​(more specifically, a push button) that is manually operated by the player is provided on the top surface of the upper bulge 31. For example, by manually operating the performance operation unit 36 ​​in accordance with a suggestion or the like displayed on the display screen G of the symbol display device 75 (described later), the performance content on the display screen G or the like becomes a predetermined performance content corresponding to the operation.

[0021] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.

[0022] As shown in Figure 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. The passage forming unit 45 has a receiving port that protrudes rearward and opens upward at its upper corner, and by dividing the receiving port into left and right halves with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0023] Protruding shafts are provided at the upper and lower ends of the rear surface of the front door frame 14 on the base end side of the rotation. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, as shown in Figure 2, a plurality of hooks 49 extending rearward are arranged in parallel in the vertical direction on the rear surface of the front door frame 14 on the tip end side of the rotation. These hooks 49 constitute a locking mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has a generally rectangular outer shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A panel is attached to the outer frame 11 so as to close this gap. The panel is positioned below the resin base 50 (more specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the panel.

[0025] Support fittings 51, 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. Axial holes are formed in the support fittings 51, 52, and protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.

[0026] The resin base 50 has insertion holes at the front of its pivot tip end for inserting the metal hooks 49 provided on the back surface of the front door frame 14. In the present pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back surface of the inner frame 13. Therefore, the metal hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 55 also has a plurality of inner frame hook members 57 extending rearward from the inner frame 13. These inner frame hook members 57 are caught on the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine main body 12 in a closed state relative to the outer frame 11.

[0027] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned clockwise, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned counterclockwise, the inner frame 13 is unlocked from the outer frame 11.

[0028] A generally oval window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of wooden plywood and a sheet material covering the front surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE through which game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.

[0029] The game board 60 (particularly the various components arranged in the play area PE) will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 60.

[0030] A plurality of large and small openings are formed in the game board 60, penetrating through its thickness (front-to-back direction). Each opening is provided with a general winning opening 61, a first operating opening 62, a second operating opening 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc.

[0031] When a ball enters the general winning opening 61, the variable winning device 65, the first operating opening 62, or the second operating opening 63, it is detected by a winning sensor (detection sensor), and a bonus such as the payout of a predetermined number of prize balls is awarded to the player based on the detection result. In this case, if a ball enters the general winning opening 61, 10 game balls are paid out, and if a ball enters the variable winning device 65, 15 game balls are paid out. Furthermore, if a ball enters the first operating opening 62, 3 game balls are paid out, and if a ball enters the second operating opening 63, 1 game ball is paid out. Incidentally, if a ball enters the through gate 64, no game balls are paid out.

[0032] The number of prize balls is arbitrary, and for example, the number of prize balls associated with the first actuation port 62 may be the same as the number of prize balls associated with the second actuation port 63, or the number of prize balls associated with the second actuation port 63 may be greater than the number of prize balls associated with the first actuation port 62. Also, the number of prize balls associated with the variable winning device 65 may be the same as or less than the number of prize balls associated with other actuation ports, etc. Also, a predetermined number of game balls may be paid out when a ball enters the through gate 64.

[0033] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various entry ports are discharged from the play area PE through the outlet 68. Here, "entering" refers to a game ball passing through a predetermined opening position, and includes not only a situation in which a game ball is discharged from the play area PE after passing through the opening position, but also a situation in which a game ball is not discharged from the play area PE after passing through the opening position. However, in the following explanation, to clearly distinguish from a game ball entering the outlet 68, a ball entering the general winning port 61, the operating ports 62, 63, the variable winning device 65, or the through gate 64 will also be referred to as "winning."

[0034] Furthermore, numerous nails 69 are planted on the game board 60 to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged on the game board 60. The flow of the game balls is diversified by the various components such as these nails 69 and windmills, and adjustments are made so that winning into the general winning slot 61 and the like described above occurs with a reasonable probability.

[0035] The variable display unit 67 is disposed in the center of the gaming board 60. The variable display unit 67 is installed on the back side of the gaming board 60 (FIG. 3), and its display screen G can be viewed through an opening provided in the center of the gaming board 60. A frame-shaped center frame 76 is attached to the front of the gaming board 60, corresponding to the periphery of the opening.

[0036] The center frame 76 protrudes forward from the front surface of the game board 60, and the gap dimension between the front surface of the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from entering the inner area of ​​the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow paths of the game ball as it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.

[0037] Whether the game ball flows down (passes through) the left route or the right route is determined by the rotation amount of the game ball launching handle 41, i.e., the launching force of the game ball. The launched game ball enters the game area PE from the upper left side of the game board 60, so the stronger the launching force of the game ball, the more likely the game ball will flow down the right route.

[0038] In more detail, when the player rotates the game ball launching handle 41 as a first launching operation by a rotation amount within a first range that is equal to or greater than a predetermined rotation amount but less than a reference rotation amount, the launched game ball flows down the left route, and when the player rotates the game ball launching handle 41 as a second launching operation by a rotation amount within a second range that is equal to or greater than the reference rotation amount, the launched game ball flows down the right route. Note that the predetermined rotation amount is the rotation amount that allows the launched game ball to pass through the guide rail 100 described below and enter the play area PE, and the reference rotation amount is the rotation amount that launches the game ball with a launch force that allows it to reach the top of the center frame 76.

[0039] An upwardly opening first actuation port 62 is disposed below the center frame 76 (variable display unit 67). The first actuation port 62 is located in the horizontal center of the gaming board 60, and game components such as nails 69 are disposed therein to prevent game balls flowing down the right route from entering the first actuation port 62. In other words, only game balls flowing down the left route can enter the first actuation port 62. Therefore, when a player aims to enter the first actuation port 62, the player plays by shooting the game ball so that it flows down the left route. A first actuation port entry sensor 62a (FIG. 7) is provided in the first actuation port 62, and the entry sensor 62a detects a game ball that has entered the first actuation port 62.

[0040] The second actuation port 63 is disposed on the right side of the center frame 76 (variable display unit 67). The configuration of the second actuation port 63 will be described with reference to FIG.

[0041] A normal power attachment 63a (variable receiving means) as a guide piece (support piece) consisting of a pair of left and right movable pieces is provided in the second operating port 63. Specifically, the pair of movable pieces supported so as to be rotatable in the left and right direction are arranged so as to sandwich the opening as the second operating port 63 from both the left and right sides.

[0042] The rotation of each of the movable pieces enables switching between a closed state (non-support state or non-guide state) shown in FIG. 5(a) and an open state (support state or guide state) shown in FIG. 5(b). Specifically, a protrusion 63d is provided at the top of the second actuation port 63 so as to protrude forward. When the movable pieces are in an upright position as shown in FIG. 5(a), the gap between each of the movable pieces and the protrusion 63d is less than the diameter of a game ball, preventing the game ball from flowing into the second actuation port 63. On the other hand, when the movable pieces are rotated so as to tilt outward as shown in FIG. 5(b), an opening large enough for the game ball to pass through is formed between the movable pieces and the protrusion 63d, allowing the game ball to flow into the second actuation port 63. A second actuation port winning sensor 63c is provided at the second actuation port 63, and the winning sensor 63c detects a game ball that has entered the second actuation port 63.

[0043] The normal power supply mechanism 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown) to switch between an open state (inclined position) and a closed state (standing position). Incidentally, the first operating port 62 is not provided with a normal power supply mechanism (opening / closing structure).

[0044] In the above configuration, it is not possible to win through the second operating opening 63 when it is in the closed state, but it may be possible to win. In other words, it may be possible to win through the second operating opening 63 when it is in the closed state, but it may be more difficult to win (to win) than when it is in the open state. In short, it is sufficient that the ease of winning through the second operating opening 63 differs between the open state and the closed state, and the degree of closing or opening is arbitrary. Furthermore, the configuration of the normal power device 63a is not limited to the above, and for example, the second operating opening 63 may be opened and closed by a movable piece that rotates back and forth or slides back and forth or left and right.

[0045] As shown in Figure 4, a through gate 64 is arranged above (upstream of) the second operating port 63 on the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 64 passes through the through gate 64 and flows down the gaming area PE again. Therefore, a gaming ball that enters the through gate 64 can also enter the second operating port 63. A through entry sensor 64a (Figure 7) is provided on the through gate 64, and the entry sensor 64a detects a gaming ball that enters the through gate 64.

[0046] The through gate 64 is a trigger for opening the normal power accessory 63a provided in the second operating port 63. Specifically, an internal lottery is held when a prize is won at the through gate 64, and if the result of the internal lottery is an opening result (support winning), the normal power accessory 63a is changed from a closed state to an open state, and then a role opening / closing game (support execution mode) is executed in which the normal power accessory 63a is returned to the closed state.

[0047] In the right route, a variable winning device 65 is disposed below (downstream of) the second operating port 63. The configuration of the variable winning device 65 will be described with reference to FIG.

[0048] The variable winning device 65 includes a large prize opening 65a that opens forward and an opening / closing door 65b that opens and closes the large prize opening 65a. The large prize opening 65a is a horizontally long rectangle when viewed from the front, and is large enough to allow multiple game balls to enter at the same time. The large prize opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that enter the large prize opening 65a are guided to the guide passage 65e. A large prize opening winning sensor 65c is provided in the guide passage 65e, and the winning sensor 65c detects game balls that enter the large prize opening 65a.

[0049] The variable winning device 65 is also provided with a drive unit 65d that drives the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) to switch between a closed state (FIG. 6(a)) in which game balls cannot enter the large prize opening 65a and an open state (FIG. 6(b)) in which game balls can enter the large prize opening 65a. Specifically, the opening / closing door 65b is normally in a closed state, and is switched to an open state when an internal lottery is won to transition to an opening / closing execution mode (jackpot game).

[0050] The opening and closing execution mode is a mode to which the system shifts when a jackpot is won. The opening and closing execution mode will be described in detail later. In the case of a jackpot, the variable winning device 65 may be opened repeatedly up to a maximum of multiple rounds (for example, 10 rounds), with one round consisting of a predetermined time (for example, 30 seconds) or a predetermined number of winnings (for example, 10).

[0051] In the above configuration, it is not possible to win a prize through the large prize opening 65a when it is in the closed state, but it may be possible to win a prize. In other words, it may be possible to win a prize through the large prize opening 65a when it is in the closed state, but it may be more difficult to win a prize (to win a prize) than when it is in the open state. In short, it is sufficient that the ease of winning a prize through the large prize opening 65a differs between the open state and the closed state, and the degree of closing or opening is arbitrary.

[0052] Here, only game balls that flow down the right route can win the second operating port 63, through gate 64, and variable winning device 65. Therefore, when a player aims to win the second operating port 63, through gate 64, or variable winning device 65, the player plays by shooting the game ball so that it flows down the right route.

[0053] As shown in FIG. 4, a main display unit 81 is provided below the variable winning device 65. The main display unit 81 is arranged along the outer edge of the lower side of the play area PE and protrudes forward from the front of the play board 60. A special symbol display section 43 and a regular symbol display section 44, which display predetermined images, etc., are provided on the front of the main display unit 81. These display sections 43, 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap dimension between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of a game ball. This prevents game balls from passing in front of the main display unit 81, ensuring the visibility of the various display sections 43, 44.

[0054] The special symbol display section 43 is provided with a first special symbol display section AS that displays the results of a lottery based on winning the first operating port 62, and a second special symbol display section BS that displays the results of a lottery based on winning the second operating port 63.

[0055] In the first special symbol display unit AS, a winning entry into the first operating port 62 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the first operating port 62. If the result of the internal lottery based on the winning entry into the first operating port 62 is a winning result corresponding to a jackpot, the varying display is stopped in the first special symbol display unit AS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.

[0056] In the second special symbol display unit BS, a winning entry into the second operating port 63 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the second operating port 63. If the result of the internal lottery based on the winning entry into the second operating port 63 is a winning result corresponding to a jackpot, the varying display is stopped in the second special symbol display unit BS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.

[0057] In the following, in order to distinguish between the pattern that changes and is displayed upon winning the first operating port 62 and the pattern that changes and is displayed upon winning the second operating port 63, the former may be referred to as the first special pattern or first special design, and the latter may be referred to as the second special pattern or second special design.

[0058] Here, based on a win in either of the operating ports 62, 63, a variable display is started in the corresponding special symbol display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game session in the special symbol display unit AS, BS. However, one game session is not limited to the above content, and for example, in a configuration in which a single display area is provided and a variable display is performed in that single display area regardless of whether a win occurs in either of the operating ports 62, 63, a variable display is started in that single display area, and one game session is considered to be the time until the variable display is stopped with a predetermined stop result displayed.

[0059] In addition, a special symbol reserved number display unit AM is provided on the main display unit 81. The number of times that the game ball enters the first actuation port 62 or the second actuation port 63 can be reserved up to four times, and the special symbol reserved number display unit AM can display the reserved number of the first special symbol (first actuation port 62) and the reserved number of the second special symbol (second actuation port 63) separately.

[0060] The normal map display unit 44 is a display unit for displaying the results of the internal lottery conducted based on winning at the through gate 64. In this case, the normal map display unit 44 displays a variable pattern triggered by winning at the through gate 64, and as a result of the variable display stopping, the result of the internal lottery conducted based on winning at the through gate 64 is displayed clearly. If the result of the internal lottery based on winning at the through gate 64 is a winning result corresponding to a transition to a support state that opens the normal power device 63a, the normal map display unit 44 displays a predetermined stop result, the variable display stops, and then the state transitions to the support state. Note that the pattern that is displayed variably in response to winning at the through gate 64 is sometimes called a normal pattern or a normal map.

[0061] Here, based on the winning of the through gate 64, the variable display starts in the normal map display unit 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game turn in the normal map display unit 44. In the following, in order to distinguish between game turns in the normal map display unit 44 and game turns in the special map display units AS and BS, the former may be referred to as a normal map game turn, and the latter as a special map game turn.

[0062] In addition, a normal map reserve number display unit FM is provided in the normal map display unit 44. The number of times that the game ball enters the through gate 64 can be reserved up to four times, and the normal map reserve number display unit FM can display the number of reserved normal maps (through gate 64).

[0063] The special map display unit 43 and the regular map display unit 44 are composed of a segment display device having multiple segments, but are not limited to this and may be composed of other display devices such as a liquid crystal display device.

[0064] In addition, although not shown, the main display unit 81 is provided with a round display section for indicating the number of rounds in the opening and closing execution mode. The round display section starts displaying the number of rounds when the opening and closing execution mode is started or has started. This display continues without changing the display content while the opening and closing execution mode is being executed, and ends when the opening and closing execution mode is ended or has ended.

[0065] Next, a description will be given of the variable display unit 67. The variable display unit 67 is provided with a pattern display device 75 that variably displays (or variably displays or switches between) a pattern, which is a type of picture.

[0066] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 75 is not limited to a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.

[0067] The symbol display device 75 displays symbols, for example, arranged at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling left and right. In this case, the variable display on the symbol display device 75 is started based on a winning entry into the first actuation port 62 or the second actuation port 63. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 75 accordingly. Then, when the variable winning device 65 transitions to a jackpot game state (open / close execution mode) in which it is in an open state, a predetermined symbol combination is displayed stopped on a preset pay line on the symbol display device 75.

[0068] Furthermore, the symbol display device 75 displays a hold corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this hold display, a predetermined hold image is displayed, and the number of images displayed indicates the number of reserved balls in each operating port 63, 64. The number of reserved balls is not limited to that indicated by the hold image, but may be indicated by a numerical display. Furthermore, the number of reserved balls may be displayed not only by the symbol display device 75, but also by a display unit (a display unit separate from the hold number display units AM, FM of the main display unit 81) or a light-emitting unit (hold lamp unit) provided on the game board 60 separately from the symbol display device 75.

[0069] The configuration of the inner frame 13 will be described with reference to Figure 2 again. A game ball launching mechanism 110 is provided below the area where the game board 60 is mounted on the resin base 50, and launches game balls toward the play area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball transport device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111-113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the game ball launching mechanism 110 with the resin base 50.

[0070] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the gaming board 60. A ball stopper is provided at a position near the downstream end (i.e., the lower end) of the launch rail 112 to stop the gaming balls supplied from the ball sending device 113 at the above-mentioned launch standby position. The solenoid 111 is disposed at a position further downstream than the ball stopper.

[0071] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. Based on the output of electrical signals from the power source and the launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.

[0072] As shown in Figure 4, the guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 that are arranged facing each other with a gap slightly larger than the diameter of the game ball between them, and a single guide passage 103 is defined by these two rails 101, 102. The guide passage 103 has an entrance portion that opens at the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance portion → exit portion).

[0073] In addition, a return prevention member 106 is attached to the end of the exit portion of the game board 60, more specifically, near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.

[0074] 2, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the gaming board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the lower edge of the gaming board 60. This brings the rails 100, 112 close to the lower edge of the gaming board 60, while forming a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.

[0075] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 46 through the gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged to the lower tray 34. This prevents interference between the foul ball and the next game ball launched, and returns the foul ball to the player.

[0076] A through-hole is formed in the resin base 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-to-rear direction, and a passage-forming member 121 is disposed in this through-hole. The passage-forming member 121 is screwed to the resin base 50 and has a main body-side upper tray passage and a main body-side lower tray passage. The upstream sides of the main body-side upper tray passage and the main body-side lower tray passage lead to the game ball distribution section, which will be described later. In addition, the receiving portion of the passage-forming unit 45 attached to the front door frame 14 fits below the passage-forming member 121, and the front door-side upper tray passage is disposed below the main body-side upper tray passage, and the front door-side upper tray passage is disposed below the main body-side lower tray passage.

[0077] An opening / closing member 124 that opens and closes the main-side upper tray passage and the main-side lower tray passage is attached to the resin base 50 below the passage-forming member 121. The opening / closing member 124 is supported by a support shaft at its lower end for forward and backward rotation, and a biasing member is provided to bias the opening / closing member 124 to a forward position that closes the main-side upper tray passage and the main-side lower tray passage. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, closing the main-side upper tray passage and the main-side lower tray passage. This prevents the stored balls from spilling out if the front door frame 14 is opened while game balls are stored in the main-side upper tray passage or the main-side lower tray passage. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage-forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side and the upper tray passage on the front door side are connected, and the lower tray passage on the main body side and the lower tray passage on the front door side are also connected.

[0078] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.

[0079] Bearing fittings 132 are arranged side by side above and below on the rotation base end side of the back surface of the resin base 50. The bearing fittings 132 have bearing portions formed spaced apart above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.

[0080] A plurality of locking fittings are provided on the back surface of the resin base 50, and these locking fittings are used to attach the game board 60 to the resin base 50. Here, the configuration of the back surface of the game board 60 will be described.

[0081] A display control device (not shown) is attached to the variable display unit 67 located in the center of the game board 60 so as to cover the variable display unit 67 from behind. A performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The performance control device unit 142 is configured to include a performance control device 143 and a mounting base 144, and the performance control device 143 is attached to the mounting base 144.

[0082] The performance control device 143 is equipped with a performance control board that controls audio, lamp displays, and the display control device in accordance with instructions from the main control device described below, and the performance control board is housed in a board box 145 made of a transparent resin material or the like.

[0083] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered the various winning holes, a detection mechanism that detects the entry of game balls into the various winning holes, etc.

[0084] Regarding the game ball recovery mechanism, the collection board 150 is provided with recovery passages corresponding to the various ball entry sections, such as the general winning opening 61. These recovery passages extend from the entry sections along the back of the game board 60, defining the path along which the game balls fall. The recovery passages converge near the bottom of the game board 60, and all game balls that pass through the general winning opening 61 or other entry sections are collected at the bottom of the game board 60 via the recovery passages. The outlets of each recovery passage are open downward, and a discharge passage is provided at the end of each passage (specifically, below the game board 60). Game balls that have collected below the game board 60 via the recovery passages are discharged to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that do not enter any of the winning openings are also discharged to the discharge passage via the outlet 68.

[0085] To explain the detection mechanism, the collection board 150 is provided with winning sensors (detection sensors) that individually correspond to the various ball entry sections, such as the general winning opening 61. These winning sensors are arranged at intermediate positions in the collection passages leading to the ball entry sections, such as the general winning opening 61, and detect the passage of a game ball when the game ball's fall path is defined in the collection passage. In other words, the game ball's entry into a ball entry section, such as the general winning opening 61, is detected when the game ball passes through a detection area provided at an intermediate position in each collection passage. The winning sensor is composed of, for example, a magnetic sensor that detects changes in the magnetic field that occur when a game ball passes through the detection area.

[0086] These various winning sensors are electrically connected to a main control device unit 160 (more specifically, the main control device) provided on the back side of the game board 60, and detection signals from these winning sensors are output to the main control device. The main control device unit 160 and its associated configuration will be described below.

[0087] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function (main control circuit) that is responsible for the main control of the game, and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0088] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are connected to each other by a sealing part that serves as a sealing means so that they cannot be opened, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.

[0089] The sealing unit can be configured in any way as long as it securely connects the box base and box cover. The sealing unit is designed to securely connect the box base and box cover by inserting a locking claw into the elongated hole that makes up the sealing unit. The sealing process using the sealing unit prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized openings. Even after opening, the sealing process can be retried. That is, the sealing process is performed by inserting a locking claw into at least one elongated hole among the multiple sealing units. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the sealing unit with the locking claw inserted and the other sealing units is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the board, a locking claw is inserted into the elongated hole of the other sealing unit. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily discover that the board box 163 has been opened improperly by looking at the board box 163.

[0090] A plurality of connecting pieces are provided so as to protrude laterally from one short side of the board box 163. These connecting pieces correspond one-to-one to a plurality of connectable pieces formed on the mounting base 161, and a sealing process is performed between the board box 163 and the mounting base 161 by the connecting pieces and the connectable pieces.

[0091] Next, the back pack unit 15 will be described with reference to FIGS.

[0092] As shown in Figure 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel 203, and a control device assembly unit 204 are attached.

[0093] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape, as shown in Figure 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.

[0094] An external output terminal 213 is provided on the upper right side of the base portion 211. The external output terminal 213 is provided with various output terminals, and various signals are output via these output terminals to a hall computer HC (management control device) on the gaming hall side. In addition, a pair of upper and lower latching pins are provided on the base portion 211 at the right end when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is rotatably supported with respect to the inner frame 13 by inserting the latching pins into bearing fittings 132 (more specifically, bearing portions) provided on the inner frame 13. In addition, a fastener is provided at the pivot tip of the base portion 211 for fastening to a fastening hole provided in the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.

[0095] A payout mechanism 202 is disposed in the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed at the top of the rear pack 201 and opens upward, and gaming balls supplied from the island equipment of the gaming hall are sequentially replenished to the tank 221. A tank rail that gently slopes downstream is connected below the tank 221, and a case rail that extends vertically is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. Gaming balls paid out from the payout device 222 are supplied to a gaming ball distribution unit provided in the base 211 of the rear pack 201 through a payout passage provided downstream of the payout device 222.

[0096] The game ball distribution section has the function of distributing game balls dispensed from the dispensing device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the upper tray passage on the main body side and the upper tray passage on the front door side described above, and its outer opening leads to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.

[0097] 3, a discharge passage panel 203 and a control device assembly unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.

[0098] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply and firing control device 191 are mounted. The payout control device 181 and the power supply and firing control device 191 are stacked one on top of the other in front of the other so that the payout control device 181 is at the rear of the pachinko machine 10.

[0099] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a board box, and a status return switch provided on the dispensing control board protrudes outside the board box. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 222, pressing the status return switch will clear the ball jam.

[0100] The power supply and launch control device 191 has a power supply and launch control board housed within a board box, which generates and outputs the specified power required by various control devices, etc., and also controls the launch of the game ball in response to the player's operation of the game ball launch handle 41.

[0101] The power supply and launch control device 191 is provided with a power outage monitoring unit (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage or other power interruption. This pachinko machine 10 has a function for storing and retaining various data, so that even in the unlikely event of a power outage, the state at the time of the power outage is retained and the state at the time of the power outage can be restored when the power is restored. For example, if the power is cut off in the normal manner, such as when an amusement hall closes, the state before the power outage is retained. The power supply and launch control device 191 is also provided with a RAM erase switch. When the power is turned on while pressing the RAM erase switch, the RAM data is initialized.

[0102] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0103] An MPU 312 is mounted on a main control board 311 of the main control device 162. The MPU 312 has built-in ROM 313 that stores various control programs and fixed value data executed by the MPU 312, RAM 314 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 313 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.

[0104] The RAM 314 is configured to be able to retain (back up) data using a backup voltage from the power supply and firing control device 191 even after a power outage occurs, and a backup area is provided in the RAM 314 in addition to an area for temporarily storing various data, etc. The backup area is an area for storing the values ​​of the stack pointer, each register, I / O, etc. at the time of power outage when a power outage occurs. When recovering from the power outage (when power is restored), the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.

[0105] 7, the ROM 313 and RAM 314 are integrated into a single chip for the MPU 312, but this is not limiting and each may be integrated into a separate chip. This also applies to the MPUs of control devices other than the main control device 162.

[0106] The MPU 312 is provided with an input port and an output port. The input side of the MPU 312 is connected to the payout control device 181 and the power supply and launch control device 191. In addition, various sensors are connected to the input side of the MPU 312. The various sensors include a general prize opening winning sensor 61a, a first prize opening winning sensor 62a, a second prize opening winning sensor 63c, a through prize opening winning sensor 64a, and a special prize opening winning sensor 65c, which detect winnings in the general prize opening 61, the first actuation opening 62, the second actuation opening 63, the through gate 64, and the variable prize opening 65. The MPU 312 performs winning determinations (ball entry determinations) for each winning section based on the detection results of these various sensors 61a, 62a, 63c, 364a, and 65c. Furthermore, the MPU 312 executes various lotteries based on winning entries in the first actuation port 62, the second actuation port 63, and the through gate 64.

[0107] The output side of the MPU 312 is connected to the payout control device 181, the performance control device 143, etc. For example, a prize ball command is output to the payout control device 181 based on the winning determination result to the prize ball entry section corresponding to the payout of the prize ball.

[0108] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output to the performance control device 143. In this case, when outputting these various commands, the command information storage area 313e of the ROM 313 is referenced. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.

[0109] Additionally, various drive units, such as a drive unit 63b for the normal power device 63a and a drive unit 65d for the variable winning device 65, are connected to the output side of the MPU 312. Various driver circuits are provided on the main control board 311, and the MPU 312 controls the drive of the various drive units through these driver circuits. Specifically, when a transition to the open / close execution mode occurs, the MPU 312 controls the drive unit 65d so that the opening / closing door 65b of the variable winning device 65 is driven. Furthermore, when a transition to the support state occurs, the MPU 312 controls the drive unit 63b so that each movable piece of the normal power device 63a is driven. Furthermore, during each special symbol game, display control of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43 is executed. Furthermore, during a normal symbol game, display control of the normal symbol display unit 44 is executed.

[0110] Furthermore, the output side of the MPU 312 is connected to the above-mentioned external output terminal 213, and information on balls entering various entry areas and information on lottery results such as jackpots is output to the hall computer HC via this external output terminal 213. This makes it possible for the hall computer HC to grasp the status of the pachinko machine 10, etc.

[0111] The power supply and launch control device 191 is connected to, for example, a commercial power supply (external power supply) in an amusement facility, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for each of the main control board 311, the payout control device 181, etc., and supplies the generated operating power.

[0112] The power supply and firing control device 191 is provided with a power outage monitoring unit 315, which monitors the 24-volt DC stabilized voltage output from the power supply and firing control device 191. When the output voltage from the power supply and firing control device 191 falls below 22 volts, the power outage monitoring unit 315 determines that a power outage (power shutdown) has occurred and outputs a power outage signal to an NMI (non-maskable interrupt) terminal provided on the MPU 312 of the main control device 162. This causes the main control device 162 to recognize the occurrence of a power outage and immediately execute NMI interrupt processing, and then execute power outage processing based on this. Incidentally, the power supply and firing control device 191 is provided with a power outage power supply unit, such as a backup capacitor, and in the event of a power outage or when the power to the pachinko machine 10 is turned off, power for memory retention is supplied from the power outage power supply unit to the RAM 314 of the main control device 162. In addition, the power supply and launch control device 191 is responsible for controlling the launch of the game ball launch mechanism 110, and the game ball launch mechanism 110 is driven when predetermined launch conditions are met.

[0113] The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.

[0114] The performance control device 143 drives and controls the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. The display control device 350 executes display control of the pattern display device 75 based on commands input from the performance control device 143. In this case, the performance control device 143 determines the time for which the patterns are displayed variably on the pattern display device 75 and the type of combination of patterns to be finally displayed in a stopped state, based on various commands input from the main control device 162, and also determines whether or not a reach will occur and the content of the reach performance.

[0115] Here, the display contents of the pattern display device 75 will be explained based on FIGS.

[0116] As shown in Figures 8(a) to 8(j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."

[0117] As shown in FIG. 9(a), the display screen G of the symbol display device 75 has three symbol columns Z1, Z2, and Z3 set up on the upper, middle, and lower rows. Each symbol column Z1-Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Specifically, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper symbol column Z1 and the lower symbol column Z3 are configured with 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols, for a total of 20 symbols. On the display screen G, the symbols of each of these symbol columns Z1 through Z3 are displayed variably, scrolling periodically in a predetermined direction. Also, as shown in FIG. 9(b), the display screen G displays three symbols per symbol column, resulting in a total of nine symbols, 3 x 3.

[0118] Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen G. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2, and when the variable display of all symbol rows Z1 to Z3 ends with a combination of symbols with the same number on any active line, a jackpot animation is displayed indicating the occurrence of a normal 4R jackpot result or a 10R variable jackpot result, which will be described later.

[0119] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols," and when a 10R jackpot result occurs, the same combination of specific symbols is stopped and displayed. Also, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols," and when a normal 4R jackpot result occurs, the same combination of non-specific symbols is stopped and displayed.

[0120] Here, the variable display of each symbol column will be further explained with reference to FIG. 10. When a game round starts, a high-speed variable display is first started for all symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol column is being displayed. Then, as shown in FIG. 10(a), the variable display mode of the upper symbol column Z1 switches from a high-speed variable display to a low-speed variable display, which allows the player to recognize the displayed symbols. Then, as shown in FIG. 10(b), the variable display mode of the lower symbol column Z3 switches from a high-speed variable display to a low-speed variable display as the variable display of the upper symbol column Z1 ends. Then, as shown in FIG. 10(c), the variable display of the lower symbol column Z3 ends. After the variable display of all symbol columns Z1 to Z3 ends, a static display period is set in which the static display is maintained and the player waits for a predetermined period of time.

[0121] In a gaming machine, when the symbols are displayed in a stopped state on the symbol display device 75, it is common to stop the symbols in the final stop row (the middle symbol row Z2 in this embodiment) gradually while slowing down the variable display speed, rather than stopping them suddenly. In this case, if the symbols in the middle symbol row Z2 (the final stop row) are configured to start stopping in synchronization with the start of the stop display on the special symbol display unit 43, the time required for the symbols to decelerate to stop on the symbol display device 75 is shortened, thereby resulting in a reduction in the effective stop display time.

[0122] Therefore, before the special symbol display unit 43 starts displaying the symbols, the symbol sequences Z1 to Z3, including the final symbol sequence, are stopped (temporarily stopped), and then, in synchronization with the start of the special symbol display unit 43, the temporarily stopped symbols are permanently stopped (determined display). The display mode of the symbol sequences Z1 to Z3 in the temporary stop state is different from that in the final display. For example, at least one of the symbol sequences Z1 to Z3 may move gently back and forth slightly, or at least a portion of the characters (FIG. 8) such as an octopus that constitute the main symbol and sub-symbol may move. In other words, although the temporary stop may appear to be stationary at first glance, it is performed so that the symbols remain in an incompletely stopped state (stationary display). In contrast, the final display is performed so that the symbols are completely stopped without the slight back and forth movement or character movement.

[0123] The provisional stop display of the pattern sequences Z1 to Z3 starts with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transitions directly to a final display. Alternatively, the provisional stop display may be temporarily stopped with a stop result that does not correspond to the result of the win / lose lottery or the type of jackpot, and then the pattern sequences Z1 to Z3 may be changed again to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitions to a final display.

[0124] Incidentally, in the special symbol game times executed by the special symbol display unit 43, the symbols are not temporarily stopped, but the symbols that are displayed in a variable manner are suddenly stopped as the variable display time elapses, and this state (the symbol is displayed in a stopped state) is maintained until the fixed display time elapses. In other words, the stopped display of the symbol on the special symbol display unit 43 becomes the fixed display as it is. This is also true for the normal symbol game times executed by the normal symbol display unit 44.

[0125] In addition, the manner in which the changing patterns are displayed in the pattern display device 75 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the changing patterns are displayed in the pattern rows, the number of patterns in each pattern row, and the combination of patterns corresponding to jackpots and misses can be changed as appropriate.

[0126] As shown in Fig. 9(b), a reserve display section 200 for displaying a number of reserve images corresponding to the number of reserved games before execution is provided at the bottom of the display screen G, and the player can recognize the number of reserved games by visually checking the reserve display section 200. The reserve display section 200 has a first reserve display area Ga corresponding to the first special symbol and a second reserve display area Gb corresponding to the second special symbol.

[0127] In the first reserve display area Ga, unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when a gaming ball enters the first operating port 62, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the first operating port 62 is four, and corresponding to this, a first unit reserve display area Ga1, a second unit reserve display area Ga2, a third unit reserve display area Ga3, and a fourth unit reserve display area Ga4 are set in the first reserve display area Ga.

[0128] For example, if the number of reserved balls when a game ball enters the first operating port 62 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and if the number of reserved balls when a game ball enters the first operating port 62 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.

[0129] In addition, in the second reserve display area Gb, unit reserve display areas Gb1 to Gb4, the same number as the maximum number of reserved balls when a gaming ball enters the second operating port 63, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the second operating port 63 is four, and corresponding to this, a first unit reserve display area Gb1, a second unit reserve display area Gb2, a third unit reserve display area Gb3, and a fourth unit reserve display area Gb4 are set in the second reserve display area Gb.

[0130] For example, if the number of reserved balls when a game ball enters the second operating port 63 is one, a predetermined reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 63 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.

[0131] In addition, an execution display area D is set between the first hold display area Ga and the second hold display area Gb. A hold image corresponding to the game round to be executed (currently being executed) is displayed in the execution display area D. For example, when a game round ends and the next game round starts, the hold image that was displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. This allows the player to recognize that the game round that was on hold will be executed.

[0132] <Electrical configuration for performing various lotteries using the MPU 312 of the main control device 162> Next, the electrical configuration for performing various lotteries in the MPU 312 of the main control device 162 will be described with reference to FIG.

[0133] The MPU 312 uses various counter information during play to perform a lottery for determining whether a jackpot occurs, settings for the display of the special symbol display unit 43, and settings for the display of the normal symbol display unit 44. Specifically, as shown in Fig. 11, it uses a jackpot random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, such as a probability jackpot result or a normal jackpot result, a random number initial value counter CINI used to set the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the fluctuation display time of each special symbol display unit AS, BS in the special symbol display unit 43. Furthermore, it uses a normal symbol random number counter C3 used to determine whether or not to place the normal electric device 63a of the second operating port 63 in a support state (open state).

[0134] Each counter C1 to C3, CINI, CS is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in lottery counter buffer 314a set in a predetermined area of ​​RAM 314. In lottery counter buffer 314a, information corresponding to jackpot random number counter C1, jackpot type counter C2, and variable type counter CS is stored in reserved ball storage area 314b, which serves as acquired information storage means, when a win occurs in first actuation port 62 or second actuation port 63.

[0135] The reserved ball storage area 314b has a reserved area RE consisting of a reserved area Ra for a first special symbol and a reserved area Rb for a second special symbol, and an execution area AE. The reserved areas Ra and Rb each have a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS stored in the lottery counter buffer 314a is stored in one of the areas as reserved information according to the winning history of the first actuation port 62 or the second actuation port 63. Note that the reserved information corresponds to special information.

[0136] In this case, when multiple consecutive wins occur in the first actuation port 62 or the second actuation port 63, the first to fourth areas store the numerical information in chronological order in the order of the first area → the second area → the third area → the fourth area. By providing four areas in this manner, up to four winning histories of game balls entering the first actuation port 62 or the second actuation port 63 can be reserved and stored for each area. In addition, reserved ball storage area 314b is provided with a total reserved number storage area, and information for specifying the number of winning histories entering the first actuation port 62 or the second actuation port 63 that are reserved and stored is stored in this total reserved number storage area.

[0137] The execution area AE is an area for moving each value stored in the first area of ​​the reserve area RE when the variable display of the special chart display section 43 begins, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0138] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by one within a range of, for example, 0 to 199, and return to 0 after reaching a maximum value (i.e., 199). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 199). The jackpot random number counter C1 is periodically updated and stored in the reserved ball storage area 314b of the RAM 314 when a gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, when a gaming ball enters the first actuation port 62, the jackpot random number counter C1 is stored in the reserved area Ra for the first special symbol of the RAM 314, and when a gaming ball enters the second actuation port 63, the jackpot random number counter C1 is stored in the reserved area Rb for the second special symbol of the RAM 314.

[0139] The value of the random number that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 313a, which serves as win / loss information group storage means in the ROM 313. Here, the contents of the win / loss table will be described with reference to FIG.

[0140] In the win / loss table, address information consisting of binary information and jackpot numerical information also consisting of binary information are set in a one-to-one correspondence. Specifically, five types of address information are set, expressed in decimal, from "1" to "5," and five types of jackpot numerical information are set, expressed in decimal, from "7," "17," "27," "37," and "47," and these address information and jackpot numerical information are set in a one-to-one correspondence. The numerical value of each jackpot numerical information is included in the numerical range of "0" to "199" of random number information that can be updated by the jackpot random number counter C1.

[0141] In this pachinko machine 10, the lottery mode for the win / loss lottery means is set to a low-probability mode (low-probability state) and a high-probability mode (high-probability state). The number of jackpot numerical information referenced in the low-probability mode differs from the number of jackpot numerical information referenced in the high-probability mode, with the former being fewer than the latter. Specifically, in the low-probability mode, only jackpot numerical information with address information equal to "1" is referenced when determining whether a win or loss occurs, while in the high-probability mode, jackpot numerical information corresponding to all address information is referenced when determining whether a win or loss occurs. That is, in the low-probability mode, there is one numerical information that results in a jackpot win, while in the high-probability mode, there are five, which is more than in the low-probability mode. As a result, the probability of winning a jackpot in the low-probability mode is 1 / 200, while the probability of winning a jackpot in the high-probability mode is 1 / 40, meaning that the high-probability mode has a higher probability of winning a jackpot than the low-probability mode. In each lottery mode, the lottery result will be a loss for any random number value other than the value that results in a jackpot win. It should be noted that the number and value of the random numbers that result in a win are arbitrary, provided that the probability of winning is higher in the high probability mode than in the low probability mode.

[0142] The jackpot type counter C2 is used to assign the type of jackpot when a jackpot occurs, and is configured to be incremented by 1 in sequence within a range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is periodically updated, and is stored in the reserved ball storage area 314b of the RAM 314 at the time when a gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, the jackpot type counter C2 is stored in the reserved area Ra for the first special symbol of the RAM 314 at the time when a gaming ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the time when a gaming ball enters the second actuation port 63.

[0143] The allocation destination of the game result for the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. Here, the jackpot type table will be described with reference to FIG.

[0144] As the jackpot type table, a jackpot type table for the first special symbol (Fig. 13(a)) and a jackpot type table for the second special symbol (Fig. 13(b)) are set. When a jackpot is achieved based on winning the first actuation port 62, the jackpot type table for the first special symbol is referenced, and when a jackpot is achieved based on winning the second actuation port 63, the jackpot type table for the second special symbol is referenced.

[0145] As shown in FIG. 13(a), the jackpot type table for the first special symbol sets a 4R variable jackpot result and a 4R normal jackpot result as selectable jackpot types. Both of these jackpot results result in four rounds of play being executed. Here, a round of play refers to at least one execution of variable winning control, which changes the variable winning device 65 from a closed state to an open state and then back to the closed state. In this embodiment, the variable winning control is configured to be executed once per round of play.

[0146] The 4R probability variable jackpot result is a jackpot result in which, after the opening and closing execution mode ends, the lottery mode is set to high probability mode, and the support mode of the normal power device 63a of the second operating port 63 is set to high frequency support mode. In this case, the high probability mode and high frequency support mode continue until the next jackpot occurs (until the next opening and closing execution mode starts). Incidentally, during the opening and closing execution mode, the lottery mode is set to low probability mode, and the support mode is set to low frequency support mode.

[0147] Here, in the high frequency support mode and the low frequency support mode, when compared under conditions in which game balls are continuously launched into the game area PE in the same manner, the drive mode of the normal power device 63a is controlled so that the frequency of winning into the second operating port 63 is relatively high or low. Specifically, in the high frequency support mode, the probability of winning the normal lottery using the normal win random number counter C3 is higher than in the low frequency support mode, and the number of times the normal power device 63a is opened when the normal lottery is won is also greater in the high frequency support mode than in the low frequency support mode, and furthermore, the opening time per opening is also longer in the high frequency support mode than in the low frequency support mode.

[0148] For this reason, in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the low frequency support mode. In other words, in the low frequency support mode, the probability of a winning entry into the first actuation port 62 is higher than in the second actuation port 63, but in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the first actuation port 62. When a winning entry into the second actuation port 63 occurs, a predetermined number of game balls are paid out, so in the high frequency support mode, the player can play without losing too many balls.

[0149] The configuration for realizing the high-frequency support mode is not limited to the above, and may be configured, for example, to give preference to the number of times the normal power device 63a is opened or the duration of each opening in the high-frequency support mode compared to the low-frequency support mode, while making the probability of winning the normal lottery equal in both modes. In short, it is sufficient that the frequency of winning the second operating port 63 per unit time is higher than in the low-frequency support mode, and the high-frequency support mode and the low-frequency support mode can be set by changing any one or any combination of the conditions for the normal lottery, the number of times it is opened, and the duration.

[0150] A 4R normal jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to low probability mode and the support mode for the normal power device 63a of the second operating port 63 is set to high frequency support mode. In this case, the high frequency support mode continues until the number of game plays after the opening / closing execution mode reaches a predetermined upper limit (e.g., 100 times). When the upper limit is reached, the high frequency support mode ends, and the support mode switches to low frequency support mode while the lottery mode remains low probability mode. In other words, the game transitions to a game state (normal game state) in which the lottery mode is set to low probability mode and the support mode is set to low frequency support mode.

[0151] In this embodiment, the numbers "0" to "64" on the jackpot type counter C2 correspond to the 4R variable probability jackpot result, and the numbers "65" to "99" correspond to the 4R normal jackpot result. In other words, the probability of being assigned to the 4R variable probability jackpot result is set to 65%, and the probability of being assigned to the 4R normal jackpot result is set to 35%.

[0152] As shown in FIG. 13(b), the jackpot type table for the second special symbol has a 10R probability variable jackpot result and a 4R normal jackpot result set as selectable jackpot types. The 10R probability variable jackpot result results in 10 rounds of play being executed. The 10R probability variable jackpot result is a jackpot result in which, after the open / close execution mode ends, the lottery mode is set to high probability mode, and the support mode for the normal power device 63a of the second operating port 63 is set to high frequency support mode. In this case, the high probability mode and high frequency support mode continue until the next jackpot occurs.

[0153] The 4R normal jackpot result set in the jackpot type table for the second special symbol is the same as the 4R normal jackpot result set in the jackpot type for the first special symbol. That is, when a 4R normal jackpot result is triggered by winning the second operating port 63, the lottery mode is set to the low probability mode, and the support mode is set to the high frequency support mode, and this state continues until the number of game plays after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times).

[0154] In this embodiment, the jackpot type counter C2's "0" to "64" corresponds to a 10R variable probability jackpot result, and "65" to "99" corresponds to a 4R normal jackpot result. In other words, the probability of being assigned to a 10R variable probability jackpot result is set to 65%, and the probability of being assigned to a 4R normal jackpot result is set to 35%.

[0155] Thus, the probability of being assigned to a variable probability jackpot result is the same regardless of whether the type table for the first special symbol display section or the type table for the second special symbol display section is selected. However, when a variable probability jackpot result is selected, the type table for the second special symbol display section is set to result in a 16R jackpot result, while the type table for the first special symbol display section is set to result in a 4R jackpot result. In other words, if a variable probability jackpot result is achieved based on a win through the second actuation port 63, the number of rounds in the open / close execution mode will be greater than if a variable probability jackpot result is achieved based on a win through the first actuation port 62, and more game balls can be expected to be paid out. In other words, a game in which a game ball is awarded through the second actuation port 63 is more advantageous for the player than a game in which a game ball is awarded through the first actuation port 62.

[0156] As described above, there is a clear difference in the advantages to the player between first actuation port 62 and second actuation port 63. Therefore, the player will play in the hope of winning through second actuation port 63 out of first actuation port 62 and second actuation port 63, and as a result, the player will pay more attention to the high frequency support mode, which increases the frequency of winning through second actuation port 63.

[0157] In addition, the jackpot type counter C2 is also used to determine the stop result of the image to be stopped and displayed on each special symbol display unit AS, BS when the result of the win / lose lottery based on the entry into the operating ports 62, 63 is a jackpot. The stop result is determined by referring to the stop result table stored in the stop result table memory area 313d of the ROM 313. The stop result table contains multiple data sets for the stop results in the event of a jackpot (the jackpot image to be stopped and displayed on each special symbol display unit AS, BS) in correspondence with the value of the jackpot type counter C2, and when determining the stop result, the data for the multiple stop results that corresponds to the acquired jackpot type counter C2 is read out. Here, the same jackpot type counter C2 is used to determine both the stop result and the jackpot type, so the jackpot image to be stopped and displayed on each special symbol display unit AS, BS corresponds to the jackpot type determined at the time of the jackpot.

[0158] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The variation type counter CS is used in determining the variation display time in the first special symbol display section AS and the second special symbol display section BS of the special symbol display section 43 in the MPU 312.

[0159] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of the normal processing. The fluctuation type counter CS is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, the fluctuation type counter CS is stored in the reserved area Ra for the first special symbol of the RAM 314 at the timing when the gaming ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the timing when the gaming ball enters the second actuation port 63.

[0160] The allocation destination of the variable display time for the variable type counter CS is stored as a variable display time table in the variable display time table storage area 313c of the ROM 313. Here, the variable display time table will be described with reference to FIG.

[0161] As the variable display time table, a variable display time table for a jackpot (Fig. 14(a)) and a variable display time table for a loss (Fig. 14(b)) are set. When the result of the lottery based on winning the first operating port 62 or the second operating port 63 is a jackpot, the variable display time table for a jackpot is referenced, and when the result of the lottery based on winning the operating ports 62, 63 is a loss, the variable display time table for a loss is referenced.

[0162] In each variation display time table, the numerical range of the variation type counter CS and information on the variation pattern are set in correspondence with each other. In Fig. 14, for ease of understanding, information on the variation display time is listed together with the variation pattern, but the information on the variation display time is stored in ROM 313 separately from the variation display time table as time information corresponding to each variation pattern.

[0163] As shown in Figure 14 (a), in the variable display time table for the jackpot, variable pattern 1A (15 seconds), variable pattern 2A (60 seconds), variable pattern 3A (60 seconds), variable pattern 4A (120 seconds), and variable pattern 5A (120 seconds) are set as selectable variable patterns. When a variable pattern is selected using the variable type counter CS, the variable display of the picture on the first special symbol display unit AS or the second special symbol display unit BS is performed at the variable display time corresponding to the selected variable pattern.

[0164] Furthermore, when a variation pattern is selected, information indicating that variation pattern is transmitted as a variation start command to the performance control device 143. Based on the received variation start command, the performance control device 143 grasps the variation pattern selected by the main control device 162. Then, it controls the display control device 350 so that the variation display of each of the symbol columns Z1 to Z3 is performed at the variation display time corresponding to the grasped variation pattern. As a result, each of the symbol columns Z1 to Z3 is variably displayed on the symbol display device 75 in synchronization with the variation display of the symbols on the first special symbol display unit AS or the second special symbol display unit BS.

[0165] Moreover, each variation pattern also corresponds to game round presentations such as reach presentations performed on the symbol display device 75. Specifically, variation pattern 1A corresponds to a normal reach winning presentation, variation pattern 2A corresponds to an SP reach (super reach) A winning presentation, variation pattern 3A corresponds to an SP reach B winning presentation, variation pattern 4A corresponds to an SPSP reach A winning presentation, and variation pattern 5A corresponds to an SPSP reach B winning presentation. In other words, when the presentation control device 143 grasps a variation pattern from the received variation start command, it controls the display control device 350 so that a game round presentation corresponding to that variation pattern is performed on the symbol display device 75.

[0166] In each of the above-mentioned reach-winning effects, after a reach-winning display is performed, the symbols in the symbol rows Z1 to Z3 are stopped and displayed in a jackpot symbol combination. Here, the reach-winning display (reach state) refers to a display state for making a player believe that the game state is in a variable display state that is likely to result in the special display result, in a gaming machine that is equipped with a symbol display device 75 that can perform variable display (or variably display) of symbols (pictures), and in which, when the stopped display result after the variable display becomes a special display result (jackpot result), the game state becomes a special game state (open / close execution mode) that is advantageous to the player, from the start of variable display (or variably display) of symbols (pictures) on the symbol display device 75 before the stopped display result is derived and displayed.

[0167] In other words, it is a display state in which a combination of reach symbols that may form a symbol combination for a jackpot corresponding to the occurrence of a jackpot state is displayed by stopping and displaying symbols for some of the symbol rows among the multiple symbol rows displayed on the display screen G of the symbol display device 75, and in this state, the remaining symbol rows are displayed in a variable pattern. More specifically, as a preliminary step before terminating the variable pattern display, in a state in which the symbols for the final stop row are displayed in a variable pattern, a reach line is formed by stopping and displaying symbols for symbol rows other than the final stop row on an active line within the display screen G in a manner that forms a symbol combination for a jackpot.

[0168] In the normal reach hit effect, after the reach display is performed, symbols are displayed in a stopped state with a jackpot symbol combination. The SP reach effect is a reach effect of a higher level than the normal reach effect, in which a predetermined effect in which a character or the like appears is performed after the reach line is formed, and after the predetermined effect, symbols are displayed in a stopped state with a jackpot symbol combination. Note that the content of the predetermined effect after the reach line is formed differs between the SP reach A effect and the SP reach B effect. The SPSP reach effect is a reach effect of a higher level than the SP reach effect, in which after a development effect that develops from the SP reach effect is performed, symbols are displayed in a stopped state with a jackpot symbol combination. The SPSP reach A effect develops from the SP reach A effect, and the SPSP reach B effect develops from the reach B effect.

[0169] Note that the items in the "Notes (Performance Mode)" column in Figure 14(a) are added for convenience and are not set in the variable display time table.

[0170] As shown in Figure 14(b), the variable display time table for losing bets has the following selectable variable patterns: variable pattern 1H, variable pattern 2H (15 seconds), variable pattern 3H (60 seconds), variable pattern 4H (60 seconds), variable pattern 5A (120 seconds), and variable pattern 6H (120 seconds). Similar to the variable display time table for winning bets, the variable display time corresponding to each variable pattern is set, but the variable display time corresponding to variable pattern 1H varies depending on the number of reserved first or second special symbols at that time. Specifically, when variable pattern 1H is selected when the number of reserved symbols is two or less, the variable display time is set to 8 seconds, whereas when variable pattern 1H is selected when the number of reserved symbols is three or more, the variable display time is set to 4 seconds, which is shorter than 8 seconds.

[0171] Fluctuation pattern 1H corresponds to a complete miss effect on the pattern display device 75, fluctuation pattern 2H corresponds to a normal reach miss effect, fluctuation pattern 3H corresponds to an SP reach A miss effect, fluctuation pattern 4H corresponds to an SP reach B miss effect, fluctuation pattern 5H corresponds to an SPSP reach A miss effect, and fluctuation pattern 6H corresponds to an SPSP reach B miss effect.

[0172] In the complete miss effect, symbols are stopped and displayed in a miss symbol combination without a reach display. Also, in each of the reach miss effects, after a reach display is made, each symbol in the symbol rows Z1 to Z3 is stopped and displayed in a reach miss symbol combination (a state in which the symbols in the final stop row stopped and displayed on the reach line are symbols other than the symbols that form a jackpot in combination with the reach symbol). Note that the SP reach A miss effect corresponds to the SP reach A winning effect, and after a predetermined effect of the same type as the SP reach A winning effect is made, symbols are stopped and displayed in a reach miss symbol combination. Also, the SP reach B miss effect, SPSP reach A miss effect, and SPSP reach B miss effect correspond to the SP reach B winning effect, SPSP reach A winning effect, and SPSP reach B winning effect, respectively.

[0173] In the variable display time table for big wins, "0" of the variation type counter CS corresponds to variation pattern 1A, "1" to "12" correspond to variation pattern 2A, "13" to "28" correspond to variation pattern 3A, "29" to "63" correspond to variation pattern 4A, and "64" to "99" correspond to variation pattern 5A. On the other hand, in the variable display time table for losses, "0" to "59" of the variation type counter CS correspond to variation pattern 1H, "60" to "79" correspond to variation pattern 2H, "80" to "89" correspond to variation pattern 3H, "90" to "96" correspond to variation pattern 4H, "97" to "98" correspond to variation pattern 5H, and "99" corresponds to variation pattern 6H.

[0174] When the result of the win / loss lottery based on winning in the operating ports 62 and 63 is a big win result, variation pattern 5A corresponding to the SPSP reach B effect is most likely to be selected. When the result of the above win / loss lottery is a loss result, variation pattern 6H corresponding to the SPSP reach B effect is least likely to be selected. That is, the SPSP reach B effect is the reach effect that is most likely to be executed when it is a big win and least likely to be executed when it is a loss. Therefore, it functions as the top-level reach effect with the highest expectation of a big win.

[0175] Regarding variation patterns other than variation pattern 5A and variation pattern 6H, the variation patterns corresponding to the top-level reach effects are more likely to be selected when it is a big win and less likely to be selected when it is a loss. That is, the expectation of a big win increases in the order of normal reach effect < SP reach A effect < SP reach B effect < SPSP reach A effect.

[0176] The random number counter C3 per general pattern is configured to be incremented by 1 in sequence within a range of, for example, 0 to 250, and to return to 0 after reaching the maximum value (that is, 250). The random number counter C3 per general pattern is updated periodically and stored in the general pattern reservation area 314c of the RAM 314 at the timing when a game ball wins in the through gate 64. Then, at a predetermined timing, a lottery is performed to determine whether to control the general electric accessory 63a to an open state according to the value of the stored random number counter C3 per general pattern. For example, if C4 = 0 to 190, the general electric accessory 63a is controlled to an open state, and if C4 = 191 to 250, the general electric accessory 63a is not controlled to an open state.

[0177] <Regarding various processes executed by the main control device 162> Next, each control process executed by the MPU 312 of the main control device 162 will be described. The processes of such MPU 312 are roughly classified into a main process started with the power-on, a timer interrupt process and a normal process executed to advance the game, and an NMI interrupt process started by the input of a power failure signal to the NMI terminal. For the convenience of explanation, the NMI interrupt process and the timer interrupt process will be described first, and then the main process and the normal process will be described.

[0178] <NMI Interrupt Process> The NMI interrupt process will be described while referring to the flowchart of FIG. 15. This process is executed when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like. That is, when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring unit 315 of the power supply and launch control device 191 to the NMI terminal of the MPU 312, and the MPU 312 interrupts the ongoing control and starts the NMI interrupt process.

[0179] In the NMI interrupt processing, first, in step Sa11, the data in the usage registers provided in the MPU 312 is saved to the backup area of ​​the RAM 314. In step Sa12, a power outage flag (information indicating the occurrence of a power outage) is set in the backup area. In step Sa13, the data saved in the backup area is restored to the usage registers of the MPU 312, and then the NMI interrupt processing is terminated. Note that if the power outage flag can be set without destroying the data in the usage registers of the MPU 312, the processing of steps Sa11 and Sa13 can be omitted.

[0180] After the NMI interrupt process is executed, the power failure process is executed by checking that the power failure flag is set in the normal process, which will be described later.

[0181] <Timer interrupt processing> The timer interrupt process will be described with reference to the flowchart in Fig. 16. This process is started by the MPU 312 periodically (for example, every 2 msec).

[0182] In step Sa101, a process of reading various winning sensors is executed. That is, the status of the various winning sensors connected to the main control device 162 is read, and the status of the winning sensors (detection information from the winning sensors) is determined and the detection information (winning detection information) is saved. For example, if it is determined that a winning has occurred in the first actuation port 62, a winning detection flag for the first special symbol is stored in the various flag storage area 314e of the RAM 314, and if it is determined that a winning has occurred in the second actuation port 63, a winning detection flag for the second special symbol is stored in the various flag storage area 314e. Also, if it is determined that a gaming ball has passed through the through gate 64, a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.

[0183] In step Sa102, the random-number initial-value counter CINI is updated. Specifically, the random-number initial-value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random-number initial-value counter CINI is stored in the corresponding buffer area of ​​the RAM 314.

[0184] In step Sa103, the jackpot random number counter C1, the jackpot type counter C2, and the normal jackpot random number counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the normal jackpot random number counter C3 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C3 are stored in the corresponding buffer area of ​​RAM314.

[0185] In step Sa104, a winning process for through is executed in response to a win at the through gate 64. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314, and if this flag is stored, the value of the normal winning random number counter C3 updated in step Sa103 is stored in the normal map reserve area 314c, provided that the number of reserved roles stored in the normal map reserve area 314c is less than 4. Also, if a winning detection flag for the through gate is stored in the various flag storage area 314e, the winning detection flag is erased and the winning process for the through gate is terminated.

[0186] After executing the winning process for the through gate in step Sa104, the process proceeds to step Sa105, where the winning process for the operating port associated with the winning at the operating port 62, 63 is executed, and the timer interrupt process ends.

[0187] <Winning process for operating port> The winning process for the operating port in step Sa105 will be described with reference to the flowchart in FIG.

[0188] First, in step Sa201, it is determined whether or not a gaming ball has entered the first operating port 62 (initial entry) based on the detection state of the first operating port entry sensor 62a. If it is determined that a gaming ball has entered the first operating port 62, in step Sa202, a prize ball command is set in the payout control device 181 to pay out three gaming balls.

[0189] In step Sa203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the first operating port 62. In step Sa204, the value stored in the reserved number storage area of ​​the first special symbol reserved area Ra is read, and the start reserved memory number RaN reserved and stored in the first special symbol reserved area Ra is set (hereinafter also referred to as the first start reserved memory number RaN). Thereafter, in step Sa205, an information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS, and this winning process is terminated.

[0190] Furthermore, if a negative determination is made in step Sa201 (no entry into the first actuation port 62 has occurred), the process proceeds to step Sa206, where it is determined whether or not a gaming ball has entered the second actuation port 63 (initial entry) based on the detection state of the second actuation port entry sensor 63c. If it is determined that a gaming ball has entered the second actuation port 63, a prize ball command is set in the payout control device 181 in step Sa207 to pay out one gaming ball.

[0191] In step Sa208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second actuation port 63. In step Sa209, the value stored in the reserved number storage area of ​​the second special symbol reserved area Rb is read, and the start reserved memory number RbN reserved and stored in the second special symbol reserved area Rb is set (hereinafter also referred to as the second start reserved memory number RbN). Thereafter, in step Sa205, information acquisition process is performed, and this winning process is terminated.

[0192] Also, if a negative determination is made in step Sa206 (if no winning has occurred in the second operating port 63), this winning process is immediately terminated.

[0193] The prize ball command set in step Sa202 or step Sa207 is sent to the payout control device 181 by the external output process of the normal process described later.

[0194] The information acquisition process in step Sa205 will now be described with reference to the flowchart in FIG.

[0195] First, in step Sa301, it is determined whether the start pending memory count N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than the upper limit (4 in this embodiment). If the start pending memory count N is the upper limit, the information acquisition process is terminated, and if it is less than the upper limit, in step Sa302 the start pending memory count N of the corresponding special chart reserve area Ra, Rb is incremented by 1. In step Sa303, the value stored in the total reserve count storage area (hereinafter referred to as the common reserve count CRN) is incremented by 1.

[0196] In step Sa304, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS are stored in the first memory area among the free memory areas of the corresponding special chart display section reserve area, i.e., the memory area corresponding to the reserved memory number incremented by 1 in step Sa302 above.

[0197] In other words, when the start pending memory number RaN for the first special symbol is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first memory area among the empty memory areas in the holding area Ra for the first special symbol, i.e., the holding area Ra corresponding to the start pending memory number RaN for the first special symbol incremented by 1 in step Sa302 above.

[0198] In addition, when the start pending memory number RbN for the second special symbol is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first free memory area of ​​the holding area Rb for the second special symbol, i.e., the holding area Rb corresponding to the start pending memory number RbN for the second special symbol incremented by 1 in step Sa302.

[0199] In step Sa305, a hold pre-read process is executed to execute a hold notice effect, which will be described later. The hold pre-read process will be described in detail later. After step Sa305 is executed, the information acquisition process ends.

[0200] <Main processing> The main processing will be explained with reference to the flowchart in Fig. 19. The main processing is executed when the power of the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on while an external power source is being supplied, or when an external power source is supplied while the power switch of the pachinko machine 10 is in the on state).

[0201] First, in step Sa2001, initial setting processing is performed when the power is turned on. Specifically, a wait process is performed for, for example, about one second to wait for the sub-side control device (dispensing control device 181, etc.) to become operable. In the following step Sa2002, access to RAM 314 is permitted.

[0202] In step Sa2003, it is determined whether the RAM erase switch of the power supply and launch control device 191 is on. In the following step Sa2004, it is determined whether a power outage flag is stored in the backup area of ​​RAM 314. In step Sa2005, a RAM determination value is calculated, and in step Sa2006, it is determined whether the RAM determination value is normal. Specifically, the RAM determination value calculated in step Sa2005 is compared with the RAM determination value saved when the power outage occurred, and it is determined whether the two match. If the two match, the RAM determination value is determined to be normal, and the data stored in RAM 314 is recognized as valid. Conversely, if the two do not match, the RAM determination value is determined to be abnormal, and the data stored in RAM 314 is recognized as invalid. The RAM determination value is, for example, a checksum value at a work area address of RAM 314. It is also possible to determine the validity of the stored data by determining whether a keyword written in a predetermined area of ​​RAM 314 is saved correctly.

[0203] If the RAM judgment value is normal, the process proceeds to step Sa2007, where the value of the stack pointer stored in the backup area is written to the stack pointer of MPU 312, and the state of the stack is restored to the state before the power was cut off. In step Sa2008, a power restoration command is output to restore the sub-side control device (such as the payout control device 181) to the gaming state before the power was cut off. In step Sa2009, the power outage flag stored in the backup area is erased. Thereafter, in step Sa2010, interrupt permission is set, and the process proceeds to normal processing, which will be described later.

[0204] If a positive judgment is made in step Sa2003 (if the RAM erase switch is pressed) or a negative judgment is made in step Sa2006 (if the RAM judgment value is not normal), the process proceeds to step Sa2011, where an initialization command is output to initialize the sub-side control device (such as the dispensing control device 181). In step Sa2012, the used area of ​​RAM 314 is cleared to 0, and in step Sa2013, initialization processing of RAM 314 is executed. Thereafter, interrupt permission is set in step Sa2010, and the process proceeds to normal processing, which will be described later.

[0205] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart in Figure 20. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps Sa401 to Sa408 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps Sa409 and Sa410 is executed in the remaining time.

[0206] In normal processing, first, external signal output processing is executed in step Sa401. In the external signal output processing in step Sa401, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 181. In addition, if a performance command such as a fluctuation start command, a type command, or a fluctuation end command is set, it is sent to the performance control device 143.

[0207] In step Sa402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​RAM 314.

[0208] In step Sa403, a game control process for controlling the game in each game is executed. In this game control process, a jackpot determination and display control of the special symbol display unit 43 are performed.

[0209] In step Sa404, a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game number control process in step Sa403 and the game state transition process in step Sa404 will be described later.

[0210] In step Sa405, an electric role support process is executed to drive and control the normal power role 63a provided in the second operating port 63. In this electric role support process, a normal power role lottery is performed to determine whether or not the normal power role 63a is opened using numerical information acquired from the normal power role random number counter C3 stored in the normal power role reserve area 314c of RAM 314, and if the result is a win, the open / close process of the normal power role 63a is executed. In addition, display control of the normal power role display unit 44 is performed to inform the result of the normal power role lottery.

[0211] As already explained, the support modes provided by the normal power device 63a are set to a low-frequency support mode and a high-frequency support mode, and a transition to either of these support modes is made by the game state transition process described later. If a high-frequency support flag is set in the various flag storage area 314e of the RAM 314 after this process, the mode becomes the high-frequency support mode, and if the flag is not set, the mode becomes the low-frequency support mode.

[0212] In the electric role support processing, whether or not the high frequency support mode is in effect is determined by determining whether or not a high frequency support flag is set in the various flag storage area 314e of the RAM 314. Then, in the high frequency support mode, when the electric role open state is won, the number of times that the normal electric role 63a is opened is set to be greater than in the low frequency support mode, and the opening time for each opening is set to be longer. Also, in the high frequency support mode, when the electric role open state is won and the open state of the normal electric role 63a occurs multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening.

[0213] In step Sa406, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 110 is excited once every predetermined period (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply and launch control device 191. As a result, the game ball is launched toward the play area PE.

[0214] In step Sa407, it is determined whether a power outage flag is stored in the backup area of ​​RAM 314. The power outage flag is set by the NMI interrupt process (FIG. 15) that is executed when a power outage occurs, and is used by MPU 312 to detect the occurrence of a power outage.

[0215] If the power outage flag is not stored (if a power outage has not occurred), in step Sa408, it is determined whether the timing for executing the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal process. Then, during the remaining time until the timing for executing the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0216] That is, in step Sa409, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM314. Also, in step Sa410, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM314.

[0217] Here, the execution time of each process of steps Sa401 to Sa408 changes depending on the state of the game, so the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the fluctuation type counter CS can also be randomly updated.

[0218] If the determination in step Sa407 is affirmative (the power outage flag is stored), the process proceeds to step Sa411, where the occurrence of each interrupt process is prohibited. In step Sa412, the value of the stack pointer of MPU 312 is stored in the backup area of ​​RAM 314, and in step Sa413, the power outage flag is set in the backup area.

[0219] In step Sa414, a RAM determination value is calculated and saved in a backup area. The RAM determination value is, for example, a checksum value at a work area address in RAM 314. In step Sa415, access to RAM 314 is prohibited, and an infinite loop continues until power is completely cut off and processing can no longer be executed. Note that even after power is completely cut off, power for maintaining data storage in RAM 314 is supplied from power supply and launch control device 191, so the information stored in RAM 314 before power was cut off is retained in its original state for a predetermined period of time (e.g., one or two days).

[0220] <Game Play Control Processing> The game play control process in step Sa403 will be explained with reference to the flowchart in FIG.

[0221] First, in step Sa501, it is determined whether or not the game is in the opening / closing execution mode. Specifically, it is determined whether or not an opening / closing execution mode flag is stored (memorized) in the various flag storage area 314e of the RAM 314. The opening / closing execution mode flag is stored when the game state is transitioned to the opening / closing execution mode in the game state transition process described later, and is erased when the opening / closing execution mode is terminated in the game state transition process.

[0222] If the opening and closing execution mode is in progress, the game round control process is terminated without executing any of the processes from step Sa502 onwards, i.e., the game round start process of steps Sa502 to Sa505, ​​the game round progress process of steps Sa506 to Sa507, and the game round end process of steps Sa508 to Sa509. In other words, if the opening and closing execution mode is in progress, the special symbol game round will not be started regardless of whether or not a prize has been won in the actuation ports 62 and 63.

[0223] In addition, a game round (normal game round) based on a winning / losing lottery triggered by winning through gate 64 is executed regardless of whether or not the opening / closing execution mode is in effect. In other words, while the execution of special game rounds is restricted during the opening / closing execution mode, normal game rounds are executed in the same manner as when the opening / closing execution mode is not in effect. Therefore, if the result of the normal game round is a winning result during the opening / closing execution mode, the second operating port 63 (normal electric device 63a) is opened.

[0224] If the opening / closing execution mode is not in progress, in step Sa502, it is determined whether the special symbol display unit 43 is in the process of variable display. Specifically, it is determined whether either the first special symbol display unit AS or the second special symbol display unit BS is in the process of variable display. This determination is made by determining whether a variable display in progress flag is stored (stored) in the various flag storage area 314e of the RAM 314. The variable display in progress flag is stored when variable display is started for either the first special symbol display unit AS or the second special symbol display unit BS, and is erased when the variable display ends.

[0225] If the special image display unit 43 is not displaying a variable, proceed to step Sa503 and determine whether the common reserve number CRN is "0". If the common reserve number CRN is "0", it means that the start reserve memory numbers RaN, RbN are "0" for both the first actuation port 62 and the second actuation port 63. Therefore, the game number control process is terminated.

[0226] If the common reserve number CRN is not "0", a data setting process is executed in step Sa504 to set the data stored in the reserve area Ra for the first special symbol or the reserve area Rb for the second special symbol for variable display, and then a variable start process is executed in step Sa505 to start the variable display in the special symbol display unit 43 and the variable display in the pattern display device 75, and then this game round control process is terminated.

[0227] The data setting process in step Sa504 and the fluctuation start process in step Sa505 will now be described in detail.

[0228] First, the data setting process will be described with reference to the flowchart of FIG.

[0229] First, in step Sa601, it is determined whether the second start pending memory number RbN reserved and stored in the second special symbol reservation area Rb is 0. If the second start pending memory number RbN is 0, data setting processing for the first special symbol (first actuation port 62) is performed in steps Sa602 to Sa608, and if the second start pending memory number RbN is not 0, data setting processing for the second special symbol (second actuation port 63) is performed in steps Sa609 to Sa615.

[0230] As already explained, the data setting process is performed when the common reserved number CRN is 1 or more, and the situation in which the data setting process is performed means that at least one of the first start reserved memory number RaN and the second start reserved memory number RbN is 1 or more. In this case, the data setting process is configured to first determine whether the second start reserved memory number RbN is "0" or not, and to execute processing related to the reserved information for the first special symbol on the condition that the second start reserved memory number RbN is "0", that is, there is no reserved information for the second special symbol. Therefore, when reserved information is stored in both the first special symbol reserve area Ra and the second special symbol reserve area Rb, the reserved information for the second special symbol (second actuation port 63) stored in the second special symbol reserve area Rb is processed preferentially.

[0231] In the data setting process for the first special symbol, first in step Sa602, the first start reserved memory number RaN in the reserved area Ra for the first special symbol is decremented by 1. In step Sa603, the common reserved number CRN is decremented by 1. In step Sa604, the data stored in the first area of ​​the reserved area Ra for the first special symbol is moved to the execution area AE.

[0232] In step Sa605, the process of shifting the data (reserved information such as the jackpot random number counter C1) stored in the storage area of ​​the first special symbol reserved area Ra is executed. In this process, the data in the first area is cleared, and the data in the second to fourth areas is sequentially moved to the lower areas.

[0233] In step Sa606, it is determined whether or not a second special symbol flag is stored in the various flag storage area 314e of the RAM 314. The second special symbol flag is used by the MPU 312 to grasp the presence of reserved information for the second operating port 63. If the second special symbol flag is stored, the second special symbol flag is erased in step Sa607.

[0234] After execution of step Sa607 or if a negative decision is made in step Sa606 (the second special symbol flag is not stored), the process proceeds to step Sa608, where a shift command (shift occurrence information) is set to notify the performance control device 143 that a shift of the data in the reserved area has been performed. In this case, a shift command including information that the reserved area that is the target of this data shift corresponds to the first special symbol reserved area Ra, i.e., information that corresponds to the first actuation port 62, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. After that, this data setting process is terminated.

[0235] The shift command set in step Sa608 is sent to the performance control device 143 in step Sa401 in normal processing (Fig. 20). Based on the received shift command, the performance control device 143 executes processing to change the display in the first reserved display area Ga of the pattern display device 75 in accordance with the reduction in the number of reserved items.

[0236] In the data setting process for the second special symbol, first, in step Sa609, the second start reserved memory number RbN in the reserved area Rb for the second special symbol is decremented by 1. In step Sa610, the common reserved number CRN is decremented by 1. In step Sa611, the data stored in the first area of ​​the reserved area Rb for the second special symbol is moved to the execution area AE.

[0237] In step Sa612, a process is executed to shift the data (reserved information of the jackpot random number counter C1, etc.) stored in the storage area of ​​the second special symbol reserved area Rb. In step Sa613, it is determined whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, the second special symbol flag is set in step Sa614.

[0238] After execution of step Sa614 or if a positive determination is made in step Sa613 (if the second special symbol flag is stored), the process proceeds to step Sa615, where a shift command (shift occurrence information) is set, which is information for making the performance control device 143, which is the sub-side control device, recognize that a shift of the data in the reserved area has been performed. In this case, a shift command including information that the reserved area that is the target of this data shift corresponds to the reserved area Rb for the second special symbol, i.e., information that corresponds to the second actuation port 63, is selected from the command information storage area 313e of ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. Thereafter, this data setting process is terminated.

[0239] The shift command set in step Sa613 is sent to the performance control device 143 in step Sa401 in normal processing (Fig. 20). Based on the received shift command, the performance control device 143 executes processing to change the display in the second reserved display area Gb of the pattern display device 75 in accordance with the reduction in the number of reserved items.

[0240] Next, the fluctuation start process will be described with reference to the flowchart of FIG.

[0241] First, in step Sa701, it is determined whether the win / loss lottery mode is the high probability mode. Specifically, it is determined whether a high probability mode flag is stored (memorized) in the various flag storage area 314e of the RAM 314. The high probability mode flag is used by the MPU 312 to determine that the mode is the high probability mode, and is set when transitioning to the high probability mode.

[0242] If the mode is not the high probability mode, a win / loss determination is made in step Sa702 by referring to a win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot winning in the low probability mode (for example, "7"). On the other hand, if the mode is the high probability mode, a win / loss determination is made in step Sa703 by referring to a win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot winning in the high probability mode (for example, "7", "17", "27", "37", "47").

[0243] After execution of step Sa702 or step Sa703, in step Sa704, it is determined whether the result of the hit / miss determination in step Sa702 or step Sa703 is a jackpot win. If a jackpot win is determined, in step Sa705, it is determined whether a second special symbol flag is stored in the various flag storage area 314e. If a second special symbol flag is not stored, in step Sa706, a lottery for the jackpot type is performed by referring to the type table for the first special symbol display unit (FIG. 13(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 4R variable jackpot result or the numerical range of the 4R normal jackpot result.

[0244] On the other hand, if the second special symbol flag is stored, the lottery for the jackpot type is performed in step Sa707 by referring to the type table for the second special symbol (FIG. 13(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 10R variable jackpot result or the numerical range of the 4R normal jackpot result.

[0245] After step Sa706 or Sa707 is executed, in step Sa708, a type flag indicating the jackpot type selected by lottery in step Sa706 or Sa707 is stored in the various flag storage area 314e. For example, if the jackpot type selected by lottery is a 10R probability variable jackpot, a 10R probability variable jackpot flag is stored.

[0246] In step Sa709, the stop result for the jackpot is set by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. Specifically, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for the current game.

[0247] If a negative decision is made in step Sa704 (if a jackpot has not occurred), the process proceeds to step Sa710, where a stop result for a loss is set. In this embodiment, only one type of stop result for a loss is provided, and that stop result is set in step Sa710.

[0248] After execution of step Sa709 or step Sa710, in step Sa711, a variable display time setting process is executed to set the variable display time for the current game round in the first special chart display unit AS or the second special chart display unit BS.

[0249] Here, the process of setting the variable display time will be described with reference to the flowchart of FIG.

[0250] First, in step Sa801, it is determined whether the result of the hit / miss determination for the current game is a jackpot. If it is a jackpot, the process proceeds to step Sa802, where a variable display time table for a jackpot (FIG. 14(a)) is obtained as a table for drawing the variable display time (variable pattern). On the other hand, if it is not a jackpot but a miss, the process proceeds to step Sa803, where a variable display time table for a miss (FIG. 14(b)) is obtained.

[0251] After step Sa802 or step Sa803 is executed, in step Sa804, a lottery process for the fluctuation display time (fluctuation pattern) is executed using the fluctuation display time table acquired in step Sa802 or step Sa803. Specifically, from the group of fluctuation patterns set in the fluctuation display time table, one fluctuation pattern corresponding to the fluctuation type counter CS stored in the execution area AE is identified.

[0252] In step Sa805, the variable display time corresponding to the variable pattern identified in step Sa804 is set as the variable display time for the current game. In this step, the value of the variable display time corresponding to the identified variable pattern is set in the variable display time counter area provided in the various counter area 314d of RAM 314. For example, if the variable display time is 15 seconds, 7500 is set in the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (Figure 16) is started. After step Sa805 is executed, the variable display time setting process is terminated.

[0253] Returning to the explanation of the fluctuation start process (Fig. 23), after execution of step Sa711, in step Sa712, a fluctuation start command and a type command are set. The fluctuation start command includes information on the fluctuation pattern. As the fluctuation pattern is set separately for a jackpot and a miss (Fig. 14), the performance control device 143 can determine the result of the hit / miss judgment made by the main control device 162 by analyzing the fluctuation pattern from the fluctuation start command. In other words, the fluctuation start command includes not only information on the fluctuation display time, but also information on the result of the hit / miss judgment. Furthermore, the type command includes information on the type of jackpot. Note that the type command is set only when the result of the hit / miss judgment is a jackpot.

[0254] The variation start command and type command set in step Sa712 are sent to the presentation control device 143 in step Sa401 of the normal processing (Fig. 20). The presentation control device 143 determines the content of the presentation for that game round based on the received variation start command and type command, and controls various devices so that the determined content of the presentation is executed. The content of this presentation includes the variable display mode of the patterns on the pattern display device 75, and this determined variable display mode of the patterns is output from the presentation control device 143 to the display control device 350 as a display content command. The display control device 350 controls the display of the pattern display device 75 so that the variable display of the patterns corresponding to each game round is performed based on the display content command received from the presentation control device 143.

[0255] In step Sa713, the variable display of the special symbol display unit 43 is started. At that time, the various flag storage area 314e of the RAM 314 is referenced, and if the second special symbol flag is stored, the current game round corresponds to the second special symbol and the image on the second special symbol display unit BS is variably displayed. On the other hand, if the second special symbol flag is not stored, the current game round corresponds to the first special symbol and the image on the first special symbol display unit AS is variably displayed. After step Sa713 is executed, this variable start process is terminated.

[0256] Returning to the explanation of the game round control process (Fig. 21), if the determination in step Sa502 is affirmative (if the special image display unit 43 is in the process of displaying a variable), the process proceeds to step Sa506, where it is determined whether the variable display time for this game round has elapsed. Specifically, it is determined whether the value of the variable display time counter area provided in the various counter areas of the RAM 314 has become "0".

[0257] If the variable display time has not elapsed, variable display processing is executed in step Sa507. In the variable display processing, the display control of the special chart display section for this game round is performed (the illumination control of each display segment) so that each display segment in the special chart display section for this game round is turned on and off in a predetermined order. After execution of step Sa507, this game round control processing is terminated.

[0258] If the variable display time has elapsed, the variable end process is executed in step Sa508. In the variable end process, the variable displayed image is controlled so that it stops according to the stop result set in step Sa709 or step Sa710.

[0259] In step Sa509, a variation end command is set, and then this game round control process is terminated. The variation end command set in step Sa509 is sent to the presentation control device 143 in step Sa401 in normal processing (Fig. 20). The presentation control device 143 sends the received variation end command to the display control device 350 while maintaining its information format. By receiving the variation end command, the display control device 350 displays the final stop pattern combination for that game round as a finalized display (final stop display).

[0260] <Game state transition processing> The game state transition process in step Sa404 (FIG. 20) will be described with reference to the flowchart in FIG.

[0261] First, in step Sa901, it is determined whether or not the opening and closing execution mode is in progress. If it is not in the opening and closing execution mode, it proceeds to step Sa902, and it is determined whether or not the timing of the variable display in each special chart display section AS, BS has ended (the fixed display has ended). If it is not the timing of the variable display end, this game state transition process is terminated.

[0262] If it is the timing for the variable display to end, in step Sa903, it is determined whether the game result of this game round corresponds to a transition to the opening / closing execution mode, that is, whether the result of the win / loss determination is a jackpot. In this step, it is determined whether or not a jackpot has occurred by checking whether or not a type flag (step Sa708 in FIG. 23) is stored in the various flag storage area 314e of RAM 314. If the game result of this game round does not correspond to a transition to the opening / closing execution mode, this game state transition process is terminated.

[0263] If a positive judgment is made in step Sa903 (if the game result of the current game round corresponds to a transition to the open / close execution mode), the process proceeds to step Sa904, where the open / close execution mode start process is executed. In this start process, the open / close execution mode flag is stored in the various flag storage area 314e. Also, an opening period is set for waiting for the start of the first round while the variable winning device 65 is kept in the closed state. Furthermore, if a high probability mode flag or a high frequency support flag is stored in the various flag storage area 314e, the process is executed to erase these flags.

[0264] In step Sa905, a process for starting a round display for notifying the number of rounds in the open / close execution mode is executed. In this step, the type of the current jackpot is determined based on the type flag stored in the various flag storage area 314e, and the round display unit is controlled so that the number of rounds corresponding to the jackpot type is displayed. Note that the display of the number of rounds on the round display unit continues until the open / close execution mode ends.

[0265] In step Sa906, it is determined whether the current jackpot type is a 10R variable probability jackpot result. If it is not a 10R variable probability jackpot result, that is, if it is either a 4R variable probability jackpot result or a 4R normal jackpot result, in step Sa907, "4" is set in the round counter area RC provided in the various counter area 314d of RAM 314. On the other hand, if the current jackpot type is a 10R variable probability jackpot result, in step Sa908, "10" is set in the round counter area RC.

[0266] After step Sa907 or step Sa908 is executed, in step Sa909, an opening command is set to notify the start and duration of the opening to performance control device 143. This set opening command is transmitted to performance control device 143 in step Sa401 in the normal processing (FIG. 20).

[0267] In step Sa910, after executing the external signal setting process, the game state transition process is terminated. In the external signal setting process, the output terminal for the jackpot signal provided in the external output terminal 213 is set to the output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can know that a jackpot has occurred in the pachinko machine 10.

[0268] If the determination in step Sa901 above is affirmative (if the game is in the opening / closing execution mode), the process proceeds to step Sa911, where it is determined whether the opening period has elapsed. If the opening period has not elapsed, the game state transition process is terminated. If the opening period has elapsed, the big prize opening opening / closing process is executed in step Sa912.

[0269] Here, the process of opening and closing the big prize opening will be explained with reference to the flowchart in FIG.

[0270] First, in step Sa1001, it is determined whether the special prize opening 65a is open. This determination is made based on the drive state of the drive unit 65d. If the special prize opening 65a is not open, it is determined in step Sa1002 whether the value of the round counter area RC is "0." If the value of the round counter area RC is not "0," that is, if there is a round of play to be executed, it is determined in step Sa1003 whether the value of the timer area T provided in the various counter area 344b of the RAM 314 is "0." This process determines whether the waiting period between rounds (round interval period) has elapsed.

[0271] If the value of the timer area T is "0", the process proceeds to step Sa1004, where "15000" is set in the timer area T as a value corresponding to the upper limit opening time (30 seconds) of the variable winning device 65 in one round of play. The value set here is decremented by 1 each time the timer interrupt process (FIG. 16) is started. In step Sa1005, "10" is set in the winning counter area PC provided in the various counter area 344b as a value corresponding to the upper limit number of winnings (10) in the variable winning device 65 in one round of play.

[0272] In step Sa1006, the variable prize drive unit 32c is driven to open the special prize opening 65a. In step Sa1007, an opening command is set to notify the performance control device 143 that the opening of the special prize opening 65a (variable prize device 65) has begun, and then the special prize opening opening / closing process is terminated. This set opening command is sent to the performance control device 143 in step Sa401 in the normal process (Fig. 20).

[0273] If a positive judgment is made in step Sa1002 (if the value of the round counter area RC is 0) or a negative judgment is made in step Sa1003 (if the value of the timer area T is not 0), the large prize opening / closing process is terminated.

[0274] If the determination in step Sa1001 is affirmative (the large prize opening 65a is open), the process proceeds to step Sa1008, where it is determined whether the value of the timer area T is "0." This process determines whether the upper limit opening time of the variable prize device 65 set in step Sa1004 has elapsed.

[0275] If the value of the timer area T is not "0", the process proceeds to step Sa1009, where it is determined whether or not a win has occurred in the large prize opening 65a based on the detection state of the large prize opening winning sensor 65c. If no win has occurred, the large prize opening opening opening process is terminated. On the other hand, if a win has occurred, the value of the prize counter area PC is decremented by 1 in step Sa1010, and then it is determined whether or not the value of the prize counter area PC is "0" in step Sa1011. If the value of the prize counter area PC is not "0", the large prize opening opening opening process is terminated.

[0276] If the determination in step Sa1008 above is affirmative (if the value of the timer area T is 0) or if the determination in step Sa1011 is affirmative (if the value of the prize counter area PC is 0), the process proceeds to step Sa1012, where the drive unit 65d is switched to a non-driven state and the large prize opening 65a is closed. In step Sa1013, the value of the round counter area RC is decremented by 1, and in step Sa1014, it is determined whether the value of the round counter area RC is "0".

[0277] If the value of the round counter area RC is not "0", i.e., if there are remaining rounds of play, proceed to step Sa1015 and set "1000" in the timer area T as a value corresponding to the period (2 seconds) during which the variable winning device 65 will remain closed and wait for the start of the next round of play.

[0278] In step Sa1016, a close command is set to notify the performance control device 143 that the variable winning device 65 has been closed (the round of play has ended), and then the large winning opening opening process is terminated. The set close command is sent to the performance control device 143 in step Sa401 in the normal process (FIG. 20).

[0279] If the above step Sa1014 judges affirmative (the value of the round counter area RC is 0), that is, if the final round of the open / close execution mode has ended, the process proceeds to step Sa1017, where the ending start process is executed. In this start process, an ending period is set during which the variable winning device 65 remains in the closed state and waits for the start of the next game round (the first game round after the open / close execution mode has ended). In step Sa1018, an ending command is set to notify the presentation control device 143 of the start of the ending and the ending period, and then this large winning opening open / close process is terminated. The set ending command is sent to the presentation control device 143 in step Sa401 in the normal process (Fig. 20).

[0280] Returning to the explanation of the game state transition process (Fig. 25), after executing the large prize opening / closing process of step Sa912, it is determined in step Sa913 whether the value of the round counter area RC is "0." If the value of the round counter area RC is not "0," the game state transition process is terminated as is to continue the opening / closing execution mode.

[0281] If the value of the round counter area RC is "0", the process proceeds to step Sa914, where it is determined whether the ending has ended (whether the ending period has elapsed). If the ending has not ended, the game state transition process is terminated to continue the ending. On the other hand, if the ending has ended, the process proceeds to step Sa915, where the transition process at the end of the opening / closing execution mode is executed.

[0282] Here, the transition process when the opening / closing execution mode ends will be described with reference to the flowchart of FIG.

[0283] First, in step Sa1101, the type flag stored in the various flag storage area 314e of RAM 314 is referenced to determine whether the current jackpot is a probability variable jackpot result. If it is a probability variable jackpot result, in step Sa1102, a high probability mode flag is set in the various flag storage area 314e, and in step Sa1103, a high frequency support flag is set in the various flag storage area 314e. This transition to a gaming state in which the win / lose lottery mode is the high probability mode and the support mode is the high frequency support mode (a so-called probability variable gaming state with electric support) occurs. This gaming state continues until the next jackpot occurs. After step Sa1103 is executed, the transition process at the end of the open / close execution mode is completed.

[0284] If the determination in step Sa1101 is negative (the current jackpot is not a variable probability jackpot), i.e., if the current jackpot is a normal jackpot, the process proceeds to step Sa1104, where a high-frequency support flag is set in the various flag storage area 314e. If the current jackpot is a normal jackpot, the high-probability mode flag is not set, and the process in step Sa1104 transitions to a game state in which the lottery mode is a low-probability mode and the support mode is a high-frequency support mode (a so-called time-saving game state). In the following step Sa1105, the game count counter area in the various counter area 344b of RAM 314 is set to "100." This set value is decremented by one each time a special game is played in the time-saving game state. When the value in the game count counter area reaches "0," the high-frequency support flag stored in the various flag storage area 314e is erased. Therefore, the time-saving gaming state ends after 100 games have been played, and then the game state transitions to a normal gaming state in which the lottery mode is the low probability mode and the support mode is the low frequency support mode. After step Sa1105 is executed, the transition process at the end of the open / close execution mode is completed.

[0285] Returning to the explanation of the game state transition process (FIG. 25), after the transition process at the end of the open / close execution mode in step Sa915 is completed, the round display end process is executed in step Sa916. In this process, the round display unit in the special chart display unit 43 is controlled so that the round display unit is turned off.

[0286] In step Sa917, the process for ending the open / close execution mode is executed, and then the game state transition process is terminated. In the process for ending the open / close execution mode, the process for erasing the type flag and the open / close execution mode flag stored in the various flag storage area 314e is executed.

[0287] <Pending read-ahead processing> The reserved-value read-ahead processing of step Sa305 (Fig. 18) will be described with reference to the flowchart of Fig. 28. This processing is executed when reserved value information is acquired based on a winning entry into the first actuation port 62 or the second actuation port 63, and for the acquired reserved value information, a lottery is performed to determine whether or not there is a jackpot, the type of jackpot, and the fluctuation pattern prior to the execution of the fluctuation start processing (Fig. 23) corresponding to the reserved value information.

[0288] First, in step Sa1201, the start reserved memory numbers RaN, RbN stored in each reserved area Ra, Rb of the reserved ball storage area 314b and the common reserved number CRN stored in the total reserved number memory area of ​​the same reserved ball storage area 314b are read out, and this information is stored in a register of the MPU 312.

[0289] In step Sa1202, the value of the jackpot random number counter C1 (random number value for determining whether it is a win or a loss) included in the reserved information acquired in step Sa304 (Fig. 18) is determined based on the current winning at the first operating port 62 or the second operating port 63. In step Sa1203, a win or a loss determination is made using the value of the jackpot random number counter C1 determined in step Sa1202. At this time, if the lottery mode when the reserved information was acquired was the low probability mode, the win or a loss table for the low probability mode is referenced, and if the lottery mode when the reserved information was acquired was the high probability mode, the win or a loss table for the high probability mode is referenced to make the win or a loss determination.

[0290] In step Sa1204, it is determined whether the result of the hit / miss determination in step Sa1202 is a jackpot win. If a jackpot win is determined, in step Sa1205, the value of the jackpot type counter C2 (a random number for drawing the jackpot type) included in the reserved information acquired based on the current winning into first actuation port 62 or second actuation port 63 is determined.

[0291] In step Sa1206, a lottery is performed to determine the jackpot type using the value of the jackpot type counter C2 determined in step Sa1205. At this time, if the reserved information is based on winning the first operating port 62, the type table for the first special symbol (FIG. 13(a)) is referenced, and if the reserved information is based on winning the second operating port 63, the type table for the second special symbol (FIG. 13(b)) is referenced to identify the jackpot type corresponding to the value of the jackpot type counter C2. Note that the processing of steps Sa1203 to Sa1206 is the same as steps Sa701 to Sa707 in the fluctuation start processing (FIG. 23).

[0292] In step Sa1207, the jackpot information indicating that it is a jackpot and the type information indicating the type of jackpot selected in step Sa1206 are stored in the register of the MPU 312.

[0293] After execution of step Sa1207 or if a negative judgment is made in step Sa1204 (if the jackpot is not won), in step Sa1208, the value of the fluctuation type counter CS included in the reserved information acquired based on the current winning at the first actuation port 62 or the second actuation port 63 is determined. In step Sa1209, a lottery is performed to determine a fluctuation pattern (fluctuation display time) using the value of the fluctuation type counter CS determined in step Sa1208. At this time, if the reserved information acquired corresponds to a jackpot, the fluctuation display time table for jackpots (FIG. 14(a)) is referenced, and if the reserved information acquired corresponds to a loss, the fluctuation display time table for losses (FIG. 14(b)) is referenced to identify the fluctuation pattern corresponding to the value of the fluctuation type counter CS. Note that the processing in this step is similar to steps Sa801 to Sa804 in the processing for setting the fluctuation display time.

[0294] In step Sa1210, fluctuation pattern information indicating the fluctuation pattern selected in step Sa1209 is stored in a register of the MPU 312. In step Sa1211, a hold command is set as an output target to the performance control device 143, and then the hold pre-read process is terminated. The hold command includes information indicating whether the current hold information corresponds to the first or second special symbol, as well as various information stored in the register (information on the start hold memory numbers RaN and RbN, information on the common hold number CRN, jackpot information, type information, and fluctuation pattern information). As already explained, since the presence or absence of a jackpot can be determined from the fluctuation pattern, the hold command may be set so as not to include jackpot information. The hold command set in step Sa1211 is sent to the performance control device 143 in step Sa401 of the normal process (FIG. 20).

[0295] <Regarding the electrical configuration of the performance control device 143 and the display control device 350> The electrical configuration of the performance control device 143 and the display control device 350 will be described below with reference to the block diagram of FIG.

[0296] A performance control board 341 provided in the performance control device 143 is equipped with an MPU 342. The MPU 342 has built-in ROM 343 that stores various control programs and fixed value data executed by the MPU 342, RAM 344 ​​that is a memory for temporarily storing various data when the control programs stored in the ROM 343 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0297] The MPU 342 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 342. From the main control device 162, it receives various commands, such as hold display control commands such as shift commands and hold commands, game number control commands such as variation start commands, type commands and variation end commands, and opening / closing execution mode commands such as opening commands and ending commands.

[0298] As already explained, the output side of the MPU 342 is connected to the lamp units 26 to 28 and the speaker unit 29 provided on the front door frame 14, as well as to the display control device 350.

[0299] The input side of the MPU 342 is connected to the performance operation unit 36 ​​provided on the front door frame 14. The performance operation unit 36 ​​is provided with a detection sensor that detects operation of the performance operation unit 36, and detection information (detection signal) from the detection sensor is input. The MPU 342 determines whether the performance operation unit 36 ​​has been operated based on the detection information, and determines the type of operation that has been performed.

[0300] The display control device 350 includes a display control board 351 on which are mounted an MPU 372 in which a program ROM 373 and a work RAM 374 are integrated into a chip, a video display processor (VDP) 375, a character ROM 376, and a video RAM 377.

[0301] The MPU 372 analyzes the commands received from the performance control device 143 or performs predetermined calculation processing based on the received commands to control the VDP 375 (specifically, generates internal commands for the VDP 375).

[0302] The program ROM 373 is a memory for storing various control programs executed by the MPU 372 and fixed value data, and also stores and holds JPEG format image data for the background image.

[0303] The work RAM 374 is a memory for temporarily storing work data, flags, etc. that are used when various programs are executed by the MPU 372. The work data, flags, etc. are stored in various areas of the work RAM 374.

[0304] The VDP 375 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 75. Because the VDP 375 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 375 adjusts the timing of the MPU 372, video RAM 377, etc. to mediate data reading and writing, and also reads image data stored in the video RAM 377 from the character ROM 376 at a predetermined timing and displays it on the pattern display device 75.

[0305] The character ROM 376 serves as an image data library for storing character data such as the designs to be displayed on the design display device 75. The character ROM 376 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like.

[0306] It is also possible to provide a plurality of character ROMs 376 and store image data etc. in each character ROM 376. It is also possible to configure the character ROM 376 to store JPEG format image data for background images stored in the program ROM 373.

[0307] The video RAM 377 is a memory for storing display data to be displayed on the pattern display device 75, and the display content of the pattern display device 75 is changed by rewriting the content of the video RAM 377.

[0308] <Various processes executed by the performance control device 143> Next, each control process executed by the MPU 342 of the performance control device 143 will be described.

[0309] <Performance setting processing> The effect setting process will be described with reference to the flowchart of Fig. 30. The effect setting process is initiated by the MPU 342 at predetermined intervals (for example, every 2 msec).

[0310] First, in step Sa1301, it is determined whether or not a hold command has been received from the main control device 162. The hold command received from the main control device 162 is stored in a command storage area 344a provided in the RAM 344 ​​of the performance control device 143. The command storage area 344a is configured as a ring buffer that can store multiple commands individually and can read commands in order from the command that was stored first. Therefore, even if multiple commands are received at the same time, the processing corresponding to each command can be executed smoothly.

[0311] In the determination of step Sa1301, it is determined whether or not a hold command is stored in the area of ​​command storage area 344a that is the current read target. If a hold command is stored (if a hold command has been received), in step Sa1302, a hold command response process is executed to display a hold image in hold display section 200 (FIG. 9(b)) of display screen G. Details of the hold command response process will be described later.

[0312] After execution of step Sa1302 or if a negative judgment is made in step Sa1301 (a hold command has not been received), in step Sa1303, it is judged whether or not a shift command has been received from main control device 162. If a shift command has been received, in step Sa1304, a shift command response process is executed to shift the hold image displayed on hold display unit 200. Details of the shift command response process will be described later.

[0313] After execution of step Sa1304 or if a negative judgment is made in step Sa1303 (if a shift command has not been received), in step Sa1305, a special pattern variable display process is executed to display the variable patterns of the pattern rows Z1 to Z3 on the display screen G of the pattern display device 75. Details of the special pattern variable display process will be described later.

[0314] In step Sa1306, an opening and closing execution mode process is executed to perform effects during the opening and closing execution mode. In the opening and closing execution mode process, processes are executed to perform opening and ending effects, and effects at the time of winning when a win occurs in the variable winning device 65, in addition to the round effects during the opening and closing execution mode.

[0315] In step Sa1307, a rendering mode switching process is executed to switch the rendering mode. The rendering mode switching process will be described in detail later.

[0316] In step Sa1308, other processing is performed, and then the effect setting processing is terminated. In other processing, processing is performed to display a demo screen when a start winning does not occur for a predetermined period of time, or to switch to a power saving mode that stops the image display on the display screen G of the pattern display device 75 to reduce power consumption, etc.

[0317] <Pending command processing> The command response process in step Sa1302 will be described with reference to the flowchart in FIG.

[0318] First, in step Sa1401, the hold command from the main control device 162 is analyzed, and hold information (jackpot information, type information, fluctuation pattern information, etc.) is stored in the hold storage area 344c of the RAM 344.

[0319] 32, the reserved memory area 344c is provided with a reserved area SRa for a first special symbol and a reserved area SRb for a second special symbol, corresponding to the reserved ball storage area 314b on the main control device 162 side. Each reserved area SRa, SRb has four storage areas, namely, a first area, a second area, a third area, and a fourth area. In addition, the reserved memory area 344c is provided with an execution area SAE, corresponding to the execution area AE on the main control device 162 side.

[0320] In step Sa1401, it is determined based on the reservation command whether the reservation information this time corresponds to the first special symbol or the second special symbol, and which reservation information it is in the corresponding special symbol, and the variation pattern information (if it is a jackpot, further jackpot information and type information) is stored in the corresponding storage area of ​​the reservation storage area 344c. For example, if the reservation information this time is the second reservation information corresponding to the first special symbol, the variation pattern information etc. is stored in the second storage area of ​​the reservation area SRa for the first special symbol.

[0321] After execution of step Sa1401, in step Sa1402, the value of the reserved number counter provided in the various counter area 344b of the RAM 344 ​​(start reserved memory number SN) is incremented by 1. In the various counter area 344b, a reserved number counter for the first special symbol and a reserved number counter for the second special symbol are provided, and in step Sa1402, the start reserved memory number SN of the corresponding side is updated.

[0322] In step Sa1403, a setting process for a hold notice is executed to execute a hold notice effect. Here, the hold notice effect will be described with reference to FIG.

[0323] In this embodiment, a hold notice effect is performed to notify or suggest the likelihood of a jackpot occurring in the game round to which the hold image corresponds, depending on the display mode of the hold image displayed in the hold display section 200 of the display screen G. As the display mode of the hold image, a normal display mode when the hold notice effect is not performed and a specific display mode when the hold notice effect is performed are set, and further, a plurality of display modes are set for the specific display mode.

[0324] In this embodiment, the display color (color) of the reserved image indicates the degree of expectation. Specifically, as shown in Fig. 33(a), a normal display mode HMa in which the main display color is a normal color (for example, white) is set as the normal display mode, and four types of specific display modes are set: a blue display mode HMb in which the main display color is blue, a green display mode HMc in which the main display color is green, a red display mode HMd in which the main display color is red, and a rainbow display mode HMe in which the main display color is rainbow. Note that in Fig. 33(a), different hatching is used according to the difference in display color.

[0325] Among the specific display modes, the blue display mode HMb has the lowest probability of winning a jackpot, followed by the green display mode HMc, the red display mode HMd, and the rainbow display mode HMe, in that order. The rainbow display mode HMe indicates a jackpot.

[0326] Furthermore, each specific display mode also suggests the effect that will be performed in the game round to which the reserved image corresponds. Specifically, the blue display mode HMb suggests that a reach effect (either a normal reach effect, an SP reach effect, or an SPSP reach effect) of a rank higher than a normal reach effect will be performed in the game round to which the reserved image corresponds, the green display mode HMc suggests that a reach effect of a rank higher than an SP reach effect will be performed, and the red display mode HMd suggests that an SPSP reach effect will be performed.

[0327] The above-mentioned hold notice effect using the hold image is performed using at least a portion of the period from the start of displaying the hold image that is the target of the effect to the end of displaying it, in other words, the period from the occurrence of hold information to the end of the game round of that hold information. The execution timing of the hold notice effect during the period (hold period) in which the hold image is displayed in the first hold display area Ga or the second hold display area Gb is set to multiple timings, such as when the hold image starts to be displayed or when it is shifted. Furthermore, the execution timing of the hold notice effect during the execution of a game round is set to multiple hold change points, as shown in FIG. 33(b). Each hold change point is set to correspond to, for example, the start timing of a game round (the start timing of fluctuation), the start timing of various reach effects, the development timing of reach effects, etc.

[0328] Returning to the explanation of the hold command response process (Fig. 31), in the setting process for the hold notice in step Sa1403, a lottery is performed to determine whether or not to execute the hold notice performance for the current hold information, and a process is performed to set the display mode of the hold image when the hold notice performance is executed. The details of the setting process for the hold notice will be described later.

[0329] In step Sa1404, a first execution process of the hold notice is executed to execute the hold notice performance. In the first execution process of the hold notice, the execution control of the hold notice performance is performed based on the setting result of step Sa1403. Details of the first execution process of the hold notice will be described later.

[0330] In step Sa1405, processing is performed to display a hold image in the hold display section 200 of the display screen G. Specifically, a hold display command is created so that a hold image is additionally displayed in the corresponding unit hold display area in each hold display area Ga, Gb, and is set as an output target to the display control device 350. The hold display command includes information indicating whether the current hold information corresponds to the first special chart or the second special chart, and information indicating which number the hold information is. After step Sa1405 is executed, the hold command response processing is terminated.

[0331] <Setting process for hold notice> The setting process for the hold notice in step Sa1403 will be described with reference to the flowchart in FIG.

[0332] First, in step Sa1501, the pending memory area 344c of the RAM 344 ​​is referenced to determine the fluctuation pattern, etc. (pre-read result) of the current pending information. In step Sa1502, it is determined whether the current pending information corresponds to a jackpot based on the fluctuation pattern, etc. determined in step Sa1501.

[0333] If it does not correspond to a jackpot, that is, if it is pending information corresponding to a miss, proceed to step Sa1503 and determine whether the fluctuation pattern of the pending information is fluctuation pattern 1H (fluctuation pattern corresponding to a complete miss). If a negative determination is made in step Sa1503 (if it is a fluctuation pattern other than fluctuation pattern 1H) or if a positive determination is made in step Sa1502 (if it is pending information corresponding to a jackpot), the current presentation mode is grasped in step Sa1504.

[0334] Here, the presentation modes will be explained with reference to Fig. 35. In this embodiment, presentation mode A and presentation mode B are set as presentation modes for game presentations executed on the display screen G. These presentation modes A and B can be distinguished from each other by the player, and for example, the pattern rows Z1 to Z3 and the background image 401 displayed on the back side of the reserve display section 200 are different in both presentation modes.

[0335] These presentation modes can be manually switched by the player, specifically, by performing a predetermined operation on the presentation operation unit 36 ​​(Fig. 1) during the valid period of mode switching. For example, if a predetermined operation is performed on the presentation operation unit 36 ​​when the presentation mode is presentation mode A, the presentation mode will switch to presentation mode B, and if a predetermined operation is performed on the presentation operation unit 36 ​​when the presentation mode is presentation mode B, the presentation mode will switch to presentation mode A.

[0336] Furthermore, the frequency with which the above-mentioned hold notice effect occurs differs between presentation mode A and presentation mode B, and is configured so that the frequency with which the hold notice effect occurs in presentation mode A is higher than that in presentation mode B. The configuration for making the frequency with which the hold notice effect occurs different is not particularly limited, but for example, a configuration is conceivable in which the hold notice effect is executed via an execution lottery in either presentation mode, and the winning probability of the execution lottery in presentation mode B when the hold information corresponds to a miss is made lower than that in presentation mode A.

[0337] In this case, in presentation mode B, the proportion of the hold notice presentations that correspond to the prediction of the big win among the presentations that are executed is higher than in presentation mode A, so the expectation of a big win when the hold notice presentation is executed is higher. In other words, presentation mode A can be made to function as a mode in which the hold notice presentation is easy to execute and the presentation is easy to enjoy, while presentation mode B can be made to function as a mode in which the hold notice presentation is difficult to execute but has a high expectation of a big win when it is executed.

[0338] Although not shown in Figure 35, the base image of the reserved image may be different between presentation mode A and presentation mode B, for example, a reserved image resembling a game ball may be displayed in presentation mode A, while a reserved image resembling a star may be displayed in presentation mode B.

[0339] Returning to the explanation of the setting process for the hold notice (FIG. 34), after the current presentation mode is determined in step Sa1504, the corresponding hold notice execution lottery table is obtained from the various table storage area 343a of the ROM 343 in step Sa1505. A plurality of hold notice execution lottery tables are set corresponding to the presence or absence of a jackpot and the presentation mode. For example, the hold notice execution lottery table corresponding to the case where the current hold information is a jackpot is set to have a higher probability of winning than the hold notice execution lottery table corresponding to the case where the current hold information is a miss. Furthermore, the hold notice execution lottery table corresponding to presentation mode A and the case where the current hold information is a miss is set to have a higher probability of winning than the hold notice execution lottery table corresponding to presentation mode B and the case where the current hold information is a miss.

[0340] In step Sa1506, a lottery is performed to determine whether or not to execute the pending notice performance based on the pending notice execution lottery table acquired in step Sa1505 and the counter (random number value) for the lottery acquired from each counter area 344b of RAM 344. In step Sa1507, it is determined whether or not the lottery result in step Sa1506 is a winning result.

[0341] If the result of the lottery is a winning execution, the process proceeds to step Sa1508, where the corresponding reserved number is determined. In this step, the reserved memory area 344c of the RAM 344 ​​is referenced to determine whether the current reserved information corresponds to the first special symbol or the second special symbol, and the reserved number of the corresponding special symbol is determined. In this case, the reserved number is the number including the current reserved information. For example, if the current reserved information is stored in the third area of ​​the first special symbol reserve area SRa in the reserve memory area 344c, it is determined that the reserved information corresponds to the first special symbol and that the reserved number is 3. Note that if the current reserved information is stored in the first area of ​​the first special symbol reserve area SRa (if it is the first reserved information), and reserved information is stored in the execution area SAE (if a game round is being played), the reserved number is determined to be 1, and if reserved information is not stored in the execution area SAE (if a game round is not being played), the reserved number is determined to be 0.

[0342] In step Sa1509, a final display mode lottery table is obtained from the various table storage area 343a of the ROM 343. In this embodiment, the display mode of the reserved image is changed only once to perform the reserved notice performance, and the display mode of the reserved image is also configured to be changed multiple times to perform the reserved notice performance. The final display mode lottery table is a table for drawing lots for the final display mode of the reserved image in the reserved notice performance.

[0343] In the final display mode lottery table, the range of selectable final display modes and the selection probability of each display mode are set in correspondence with each variation pattern, as shown in Fig. 36. In Fig. 36, the item "Notes (Performance Mode)" indicating the game number performance corresponding to each variation pattern is added for convenience and is not set in the final display mode lottery table.

[0344] In addition, the final display mode lottery table is set to a final display mode lottery table for a jackpot (Figure 36(a)) and a final display mode lottery table for a miss (Figure 36(b)), and each lottery table has a different selection range for the final display mode according to each variation pattern and a different selection probability for each option.

[0345] In the lottery table for the final display mode for a jackpot, the range of the final display mode of the reserved image in the reserved notice performance is set as follows: if the current reserved information is variation pattern 1A (hit of normal reach), the blue display mode HMb and the rainbow display mode HMe; if the current reserved information is variation pattern 2A (hit of SP reach A) or variation pattern 3A (hit of SP reach B), the blue display mode HMb, the green display mode HMc, and the rainbow display mode HMe; if the current reserved information is variation pattern 4A (hit of SPSP reach A) or variation pattern 5A (hit of SPSP reach B), the blue display mode HMb, the green display mode HMc, the red display mode HMd, and the rainbow display mode HMe. Therefore, when a hold image in blue display mode HMb is displayed as a hold notice effect, it suggests that a reach effect of a higher rank than a normal reach effect will be performed in the game round corresponding to that hold image (the game round of the hold information that triggered the hold notice effect), when a hold image in green display mode HMc is displayed it suggests that a reach effect of a higher rank than an SP reach effect will be performed, and when a hold image in red display mode HMd is displayed it suggests that an SPSP reach effect will be performed.

[0346] Furthermore, even in the final display mode lottery table for losing, when a reserve image in blue display mode HMb is displayed as a reserve notice effect, it indicates that a reach effect of a rank higher than a normal reach effect will be performed in the corresponding game turn; when a reserve image in green display mode HMc is displayed, it indicates that a reach effect of a rank higher than an SP reach effect will be performed; and when a reserve image in red display mode HMd is displayed, it indicates that an SPSP reach effect will be performed. Therefore, when a reserve notice effect is performed and a reserve image in blue, green, or red is displayed, the player can predict what level of reach effect will be performed. However, it cannot determine whether or not a jackpot will be won.

[0347] In addition, in the final display mode lottery table for losing, the rainbow display mode HMe is not set as an option for the final display mode, and the reserved image of the rainbow display mode HMe is displayed only in the case of a jackpot. Therefore, the reserved image of the rainbow display mode HMe suggests a jackpot, and when the reserved image is displayed, the player can predict that a jackpot will occur in the game corresponding to that reserved image.

[0348] In the final display mode lottery table for a jackpot, the selection probability of the rainbow display mode HMe is kept low (for example, 5%) for all variation patterns. This is to prevent the occurrence of inconveniences, since if the selection probability of the rainbow display mode HMe is increased, there is a concern that the player will have more opportunities to recognize the jackpot before the game round is executed, and will lose interest in the game round presentation. The selection probability for other options is such that higher-ranked display modes are more likely to be selected than lower-ranked display modes in each variation pattern. For example, in the case of variation pattern 3A, the green display mode HMc is more likely to be selected than the blue display mode HMb.

[0349] On the other hand, in the final display mode lottery table for losses, it is more difficult to select a higher-ranking display mode than in the final display mode lottery table for jackpots. For example, in the variation pattern (variation pattern 4A) corresponding to the SPSP reach A presentation in the final display mode lottery table for jackpots, the selection probability of the red display mode HMd is 55%, whereas in the variation pattern (variation pattern 5H) corresponding to the SPSP reach B presentation in the final display mode lottery table for losses, the selection probability of the red display mode HMd is only 10%.

[0350] In each final display mode lottery table for a jackpot and a miss, the tendency to select the display mode is set as described above, so that even if the type of reach effect performed in a game round is the same, the expectation of a jackpot increases when a higher display mode is displayed as the pending image corresponding to that game round.

[0351] In this embodiment, a common table is used for both presentation mode A and presentation mode B as the final display mode lottery table for a jackpot and a final display mode lottery table for a miss, but it is also possible to configure different tables to be set for each presentation mode.

[0352] Returning to the explanation of the setting process for the hold notice (Fig. 34), in step Sa1509, a final display mode lottery table corresponding to the presence or absence of a jackpot in the hold information is acquired based on the fluctuation pattern etc. grasped in step Sa1501. In step Sa1510, the final display mode for this hold notice performance is selected by lottery based on the fluctuation pattern grasped in step Sa1501, the final display mode lottery table acquired in step Sa1509, and the counters (random number values) for selection acquired from each counter area 344b of RAM 344.

[0353] The counter for the lottery is acquired when a hold command is received from the main control device 162, in other words, when hold information that is the subject of the lottery process is generated. This also applies to counters (random numbers) used in other lottery processes executed by the performance control device 143.

[0354] In step Sa1511, the effect scenario lottery table is obtained from the various table storage area 343a of the ROM 343. The effect scenario lottery table is a table for drawing lots for an effect scenario for a pending advance notice effect.

[0355] In the presentation scenario lottery table, as shown in Fig. 37, a plurality of presentation scenarios are set in correspondence with the number of reserved items and the final display mode of the reserved notice presentation. Specifically, groups are set from presentation scenario 0 corresponding to the number of reserved items = 0 to presentation scenario 4 corresponding to the number of reserved items = 4, and in each group, presentation scenario groups for each color are set in correspondence with the final display modes of blue, green, red, and rainbow. A random number value from 0 to 99 is assigned to each presentation scenario group for one color. For example, if the number of reserved items is 0 and the final display mode is the blue display mode HMb, presentation scenario 0 blue (1) and presentation scenario 0 blue (2) are candidates for presentation scenario selection, and the one corresponding to the random number value is selected from among them.

[0356] Each performance scenario specifies the timing and display mode of the reserved image in the reserved notice performance in which the final display mode has been determined. Taking the example of performance scenario 4 red (1), which is selected when the reserved information corresponding to the first special symbol is read ahead, the number of reserved symbols for the first special symbol is 4, and the red display mode HMd is selected as the final display mode, this scenario specifies that after the reserved image is displayed in the blue display mode HMb in the fourth unit reserved display area Ga4 of the first reserved display area Ga (FIG. 9(b)), the reserved image is changed to the green display mode HMc when it is moved and displayed in the second unit reserved display area Ga2, and then the reserved image is changed to the red display mode HMd during the period in which it is displayed in the execution display area D (during the execution of the game corresponding to that reserved image).

[0357] Although not shown in Figure 37, a presentation scenario that specifies changing the display mode of the reserved image in the execution display area D also specifies the timing (reserved change point) at which the display mode is changed during a game round. There are also presentation scenarios that change the display mode multiple times during the execution of a game round. For example, presentation scenario 0 green (2) specifies that the reserved image is changed from the normal display mode HMa to the blue display mode HMb at a previous reserved change point during the execution of a game round, and then further changed to the green display mode HMc at a later reserved change point.

[0358] In addition, "G4 (hold 4)" to "G1 (hold 1)" in the "Notes (presentation mode)" of Figure 37 indicate the display mode when a reserved image is displayed in each unit reserved display area of ​​the reserved display section 200. Also, "D (during game play)" indicates the display mode when a reserved image is shifted from the first unit reserved display area to the execution display area D, or the display mode during the period when a reserved image is displayed in the execution display area D. Incidentally, the items in the "Notes (presentation mode)" column are added for convenience and are not set in the presentation scenario lottery table.

[0359] Furthermore, as the presentation scenario lottery table, a presentation scenario lottery table for a jackpot and a presentation scenario lottery table for a loss are set. In this embodiment, a common table is used for presentation mode A and presentation mode B as the presentation scenario lottery table for a jackpot and a presentation scenario lottery table for a loss, but a configuration in which different tables are set for each presentation mode may also be used. Note that Fig. 37 shows an example of a presentation scenario lottery table for a jackpot.

[0360] Returning to the explanation of the setting process for the hold notice (Fig. 34), in step Sa1511, a presentation scenario lottery table corresponding to the presence or absence of a jackpot in the hold information is acquired based on the fluctuation pattern etc. grasped in step Sa1501. In step Sa1512, a presentation scenario for the current hold notice presentation is selected by lottery based on the number of holds grasped in step Sa1508, the final display mode decided in step Sa1510, the presentation scenario lottery table acquired in step Sa1511, and the counters (random number values) for selection acquired from each counter area 344b of RAM 344.

[0361] In step Sa1513, the performance scenario data is set so that the performance scenario selected in step Sa1512 is executed. In step Sa1514, a hold notice flag is set in the various flag storage area 344d of RAM 344, and then the setting process for the hold notice is terminated. The hold notice flag is used by MPU 342 to determine that the hold notice performance should be executed.

[0362] Also, if the judgment in step Sa1503 is affirmative (if the fluctuation pattern of the reserved information is fluctuation pattern 1H (complete miss)) or if the judgment in step Sa1507 is negative (if the execution lottery for the reserved notice performance is a miss), proceed to step Sa1515, and set the display mode of the reserved image to the normal display mode HMa. After that, the setting process for the reserved notice is terminated.

[0363] <First execution process of pending notice> The first execution process of the hold notice in step Sa1404 will be described with reference to the flowchart in Figure 38(a).

[0364] First, in step Sa1601, it is determined whether or not a hold notice flag is stored in the various flag storage area 344d of the RAM 344. If the hold notice flag is not stored, that is, if the situation is not such that a hold notice performance should be executed, the first execution process of the hold notice is terminated.

[0365] On the other hand, if the hold notice flag is stored and it is a situation where a hold notice performance should be executed, proceed to step Sa1602, and determine whether it is time to change the display mode of the hold image corresponding to the hold information that triggered the hold notice performance. In other words, determine whether it is a situation where the hold image should be displayed in a specific display mode from the beginning. In this step, the above determination is made by referring to the setting result of the performance scenario of the hold notice performance set in step Sa1513 (Fig. 34) above. If it is not time to change the display mode, the first execution process of the hold notice is terminated.

[0366] On the other hand, if it is the timing to change the display mode, a lottery is held in step Sa1603 to determine whether or not to execute a change suggestion effect. The change suggestion effect is an effect that suggests that the display mode of the reserved image will change (rank up). The mode of the change suggestion effect is not particularly limited, but in this embodiment, the change suggestion effect is executed in the mode shown in Figure 39. First, as shown in Figure 39(a), a predetermined character image 402 is displayed near the reserved display unit 200 at a predetermined timing before the reserved image changes. Note that, when a change suggestion effect is executed in accordance with the timing of the occurrence of reserved information, the reserved image is first displayed in a normal display mode, and immediately thereafter or simultaneously, the character image 402 is displayed. Thereafter, a video of the character performing a predetermined action is displayed, and the display mode of the reserved image is changed to a higher display mode as shown in Figure 39(b). Note that the character image 402 is erased after the display mode of the reserved image is changed.

[0367] In step Sa1603, a lottery is performed to determine whether or not a change suggestion effect will be executed based on the lottery counters (random number values) acquired from each counter area 344b of RAM 344 ​​and the execution lottery tables stored in various table storage areas 343a of ROM 343. In step Sa1604, it is determined whether or not the result of the lottery in step Sa1603 is a winning result. If the result of the lottery is a winning result, in step Sa1605, a setting is made so that a change suggestion effect will be executed on the display screen G of the pattern display device 75. Specifically, a command to execute a change suggestion effect is set as an output target to the display control device 350.

[0368] In this embodiment, the change suggestion effect can be executed only when the display mode of the reserved image is changed, but the change suggestion effect may be executed even when the display mode of the reserved image is not changed. In other words, the change suggestion effect may be executed by lottery even when the display mode of the reserved image is not changed.

[0369] As a change suggestion effect in such a case, for example, as shown in FIG. 39(a), after a predetermined character image 402 is displayed, the character does not perform a predetermined action or performs an action different from the predetermined action, and then the character image 402 is erased without changing the display mode of the reserved image, and the display mode before the character image 402 is displayed is maintained as it is. However, if such false effects occur frequently, the player's expectations for the change suggestion effect may be lost, so it is advisable to keep the frequency of their execution low. Specifically, the probability of winning the execution of the change suggestion effect when the display mode is not changed is lower than when the display mode is changed. In other words, it is advisable to make the frequency with which the display mode of the reserved image does not change when the character image 402 is displayed lower than the frequency with which it does change.

[0370] After step Sa1605 is executed or if a negative judgment is made in step Sa1604 (if the lottery for executing the change suggestion effect is not won), the process proceeds to step Sa1606, where the display mode to be changed in this change process is determined based on the setting result of the effect scenario. Specifically, it is determined in which specific display mode the pending image will be displayed from among the blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow display mode HMe.

[0371] In step Sa1607, the display mode of the hold image is set to be changed to the display mode determined in step Sa1606. If this process is performed when a hold command is received (when an additional hold image is displayed), the initial display mode of the additional hold image is set to the display mode determined in step Sa1606.

[0372] At that time, if a change suggestion effect is not to be executed, the hold image is set to be displayed in one of the specific display modes indicated by the effect scenario from the beginning. On the other hand, if a change suggestion effect is to be executed, the hold image is set to be displayed in the normal display mode HMa and then changed to the specific display mode indicated by the effect scenario. If the setting process of step Sa1607 is executed, in step Sa1405 of the hold command response process (Fig. 31), the hold display command to the display control device 350 is set so that the command includes information on the display mode set in step Sa1607.

[0373] In step Sa1608, information indicating the display mode of the current reserved image is stored in the display mode storage area 344e of the RAM 344. As shown in FIG. 38(b), the display mode storage area 344e has areas corresponding to the reserved information (reserved image) of each special symbol and the reserved information currently being played, and each area can store the display mode of the reserved image. For example, when the blue display mode HMb is displayed in the second unit reserved display area Ga2 of the first reserved display area Ga, the display mode storage area 344e stores information indicating that the second area for the first special symbol (the area corresponding to the second reserved information) will be displayed in the blue display mode HMb. Incidentally, when a change suggestion effect is executed, information indicating the display mode (display color) after the change is stored. Note that the display mode storage area 344e may not be provided, and the display mode information may be stored in the corresponding area of ​​the reserved memory area 344c. After step Sa1608 is executed, the first execution process of the reserved notice is terminated.

[0374] <Shift command processing> The shift command response process of step Sa1304 (FIG. 30) will be described with reference to the flowchart of FIG.

[0375] First, in step Sa1701, the first execution process of the hold notice is executed. This process is for changing the display mode of the hold image of the hold information that triggered the hold notice performance when the hold image is shifted. The process of this step is basically the same as the first execution process of the hold notice (Fig. 38(a)) of step Sa1404 (Fig. 31).

[0376] Explaining with reference to Figure 38(a), in the first execution process of the hold notice in step Sa1701, a hold notice flag is stored in the various flag storage area 344d of RAM 344, and if it is a situation where a hold notice performance should be executed, in step Sa1602, it is determined whether or not the current shift timing is the timing to change the display mode (display color) of the hold image (hold image displayed in each hold display area Ga, Gb) corresponding to the hold information that triggered the hold notice performance. This determination is made based on the setting result of the performance scenario of the hold notice performance set in step Sa1513 (Figure 34).

[0377] If it is the timing to change the display mode, a lottery is held in step Sa1603 to determine whether or not to execute a change suggestion effect, and if the lottery is won, in step Sa1605, the change suggestion effect is set to be executed on the display screen G of the pattern display device 75. After step Sa1605 is executed or if a negative judgment is made in step Sa1604 (if the lottery to execute the change suggestion effect is not won), the process proceeds to step Sa1606, and the display mode to be changed to in this change process is determined based on the setting result of the effect scenario.

[0378] In step Sa1607, the display mode of the hold image is set to be changed to the display mode grasped in step Sa1606. Specifically, a command to change the display mode of the hold image at the current shift timing is set so as to include information indicating which hold image's display mode is to be changed and information indicating which display mode (display color) it is to be changed to as an output command to the display control device 350. As a result, the display mode of the hold image at the current shift timing is changed to the display mode determined by the setting result of the performance scenario.

[0379] In step Sa1608, for the reserved image whose display mode is to be changed, information on the changed display mode is stored in the display mode memory area 344e of the RAM 344. For example, when a reserved image in a blue display mode HMb displayed in the second unit reserved display area Ga2 of the first reserved display area Ga is changed to a green display mode HMc when shifted to the first unit reserved display area Ga1, the blue display information stored in the second area for the first special chart (the area corresponding to the second reserved information) in the display mode memory area 344e is erased, and then the green display information is stored in the same area.

[0380] Returning to the explanation of the shift command response process (Fig. 40), after executing the process of step Sa1701, the second execution process of the hold notice is executed in step Sa1702. This process is related to the performance mode switching process of step Sa1307 (Fig. 30), and will be described in detail after explaining the switching process.

[0381] In step Sa1703, the value of the reserved number counter (start reserved memory number SN) provided in the various counter area 344b of the RAM 344 ​​is decremented by 1. The various counter area 344b is provided with a reserved number counter for the first special symbol and a reserved number counter for the second special symbol, and in this step, the corresponding start reserved memory number SN is updated.

[0382] In step Sa1704, a shift process is executed to shift and display the reserved image, and then the shift command response process is terminated. In the shift process, the reserved information stored in the first area of ​​the reserved storage area 344c of RAM 344 ​​is moved to the execution area SAE, and the reserved information stored in the second to fourth areas is shifted to the lower areas in order. At this time, the display mode information stored in each area of ​​the display mode storage area 344e is also shifted to the lower areas in order.

[0383] Furthermore, in the shift process, the display control device 350 is controlled to change the display position of the hold image in the hold display section 200 of the display screen G to the lower unit hold display area. For example, in the state before the control, as shown in FIG. 40(b1), if hold images are displayed in the first unit hold display area Ga1 and the second unit hold display area Ga2 of the first hold display area Ga, the control changes the display positions of those hold images to the execution display area D and the first unit hold display area Ga1, as shown in FIG. 40(b2). Note that if a setting is made to change the display mode of the hold image in the first execution process of the hold notice in step Sa1701, the change in display position and the change in display mode are performed together.

[0384] <Special chart change display processing> The processing for displaying special chart changes in step Sa1305 (FIG. 30) will be explained with reference to the flowchart in FIG.

[0385] First, in step Sa1801, it is determined whether a game round is being played. Specifically, it is determined whether a game round of either the first special design or the second special design is being played. If neither game round is being played, the process proceeds to step Sa1802, where it is determined whether a variation start command transmitted from the main control device 162 has been received. The variation start command includes information on the variation pattern selected by lottery in the variation display time setting process (FIG. 24) in the main control device 162.

[0386] By referring to the information on this variation pattern, it is possible to know at what variation display time the special symbol game will be played on the special symbol display unit 43, which is display-controlled by the main control device 162. Also, as already explained, since variation patterns for big wins and loss are set separately, it is also possible to determine the result of the win / loss judgment from the variation pattern.

[0387] If the fluctuation start command has not been received, the special chart fluctuation display process is terminated. On the other hand, if the fluctuation start command has been received, the process proceeds to step Sa1803, executes the fluctuation start process to start the performance for the game round, and then terminates the special chart fluctuation display process.

[0388] In the variation start process, the variation start command from the main control device 162 is analyzed to identify the variation pattern for the current special symbol game. Furthermore, the variation display time for the current special symbol game is determined based on the identified variation pattern. A presentation pattern table in which the variation display time is determined in association with each variation pattern is stored in the various table storage area 343a of the ROM 343. The variation display time determined in the presentation pattern table corresponds to the variation display time corresponding to each variation pattern (FIG. 14) in the main control device 162, and a common variation display time is assigned to one variation pattern in the presentation control device 143 and the main control device 162. For example, if the variation pattern is variation pattern 1A, the corresponding variation display time is 15 seconds in both the presentation control device 143 and the main control device 162. In the variation start process, the variation display time corresponding to the variation pattern analyzed from the variation start command is identified by referring to the presentation pattern table, and this is set as the variation display time for the current special symbol game.

[0389] In addition, the presentation pattern table is associated with each variation pattern and a presentation pattern for the game round presentation. As each of these presentation patterns, the normal reach hit, SP reach A hit, SP reach B hit, SPSP reach A hit, SPSP reach B hit, complete miss, normal reach miss, SP reach A miss, SP reach B miss, SPSP reach A miss, and SPSP reach B miss, which were described in the explanation of the variation display time table, are set. The correspondence between the variation pattern and the presentation pattern has already been described with reference to Figure 14, so explanation will be omitted. In the variation start process, the presentation pattern corresponding to the current variation pattern is identified by referring to the presentation pattern table, and this is set as the presentation pattern for the current special game round.

[0390] Furthermore, in the process for starting variation, if the result of the win / loss determination for the current special symbol game is a jackpot, the type of jackpot is identified based on the type command from the main control device 162. If the jackpot type is a probability variable jackpot, the stop result for the probability variable jackpot is set as the stop result of the symbol strings Z1 to Z3 displayed on the display screen G of the symbol display device 75. Conversely, if the jackpot type is a normal jackpot, the stop result for the normal jackpot is set as the stop result of the symbol strings Z1 to Z3. In these cases, the activated lines L1 to L5 on which the stop result for the jackpot is displayed are determined randomly by lottery or the like.

[0391] Also, if the result of the hit / miss judgment for this special game is a miss, the stop symbols of the symbol rows Z1 to Z3 are randomly determined. However, if the performance pattern corresponding to the variation pattern is a reach performance, each stop symbol is determined so that a reach is formed on the active lines L1 to L5 determined by lottery. In other words, the stop result for this time is set as the stop result where a combination of miss reach symbols is formed on one active line L1 to L5.

[0392] In the process for starting variation, after executing each of the above processes, a command including information on the currently stopped symbols and information on the presentation pattern is set as an output target to the display control device 350. In accordance with the received command, the display control device 350 controls the symbol display device 75 so that the symbols in each symbol row Z1 to Z3 stop with the stop result determined by the presentation control device 143, or so that the game round presentation is performed with the presentation pattern determined by the presentation control device 143.

[0393] If a positive judgment is made in step Sa1801 (if a game round is being executed), the process proceeds to step Sa1804, where it is judged whether or not a variation end command has been received from the main control device 162. If a variation end command has not been received, this means that the variation display time has not yet elapsed in this special symbol game round. In this case, in step Sa1805, a variation in progress process is executed. In the variation in progress process, processes are executed to continue the variable display of the symbol rows Z1 to Z3 that was started by the variation start process, to temporarily stop and display the symbols in each symbol row Z1 to Z3 in order, and to execute each reach performance.

[0394] In step Sa1806, it is determined whether the current special symbol play time is the play time of the reserved information that triggered the reserved symbol preview effect. If it is not the play time of the reserved information that triggered the reserved symbol preview effect, the special symbol change display process is terminated. On the other hand, if it is the play time of the reserved information that triggered the reserved symbol preview effect, the first execution process of the reserved symbol preview is executed in step Sa1807. This process is intended to change the display mode of the reserved symbol image of the reserved symbol that triggered the reserved symbol preview effect during the execution of the play time of the reserved symbol preview. The process of this step is basically the same as the first execution process of the reserved symbol preview (Fig. 38(a)) in step Sa1404 (Fig. 31).

[0395] Explaining with reference to Fig. 38(a), in the first execution process of the hold notice in step Sa1807, if a hold notice flag is stored in the various flag storage area 344d of RAM 344 ​​and it is a situation where a hold notice performance should be executed, step Sa1602 determines whether it is time to change the display mode of the hold image (hold image displayed in execution display area D) corresponding to the hold information that triggered the hold notice performance. This determination is made based on the setting result of the performance scenario of the hold notice performance set in step Sa1513 (Fig. 34).

[0396] If it is the timing to change the display mode, a lottery is held in step Sa1603 to determine whether or not to execute a change suggestion effect, and if the lottery is won, in step Sa1605, the change suggestion effect is set to be executed on the display screen G of the pattern display device 75. After step Sa1605 is executed or if a negative judgment is made in step Sa1604 (if the lottery to execute the change suggestion effect is not won), the process proceeds to step Sa1606, and the display mode to be changed to in this change process is determined based on the setting result of the effect scenario.

[0397] In step Sa1607, the display mode of the reserved image is set to be changed to the display mode grasped in step Sa1606. As a result, at a predetermined reservation change point during a game, the display mode of the reserved image is changed to the display mode determined by the setting result of the presentation scenario. In the following step Sa1608, information on the changed display mode is stored in an area corresponding to the execution display area D in the display mode storage area 344e of RAM 344.

[0398] Returning to the explanation of the special chart variation display process (Fig. 41), after executing the process of step Sa1807, the third execution process of the pending notice is executed in step Sa1808. This process is related to the performance mode switching process of step Sa1307 (Fig. 30), so it will be described in detail after explaining the switching process. After executing step Sa1808, the special chart variation display process is terminated.

[0399] If the determination in step Sa1804 is affirmative (if the variation end command is received), it means that the variation display time has elapsed. In this case, the process proceeds to step Sa1809, and a variation end process is executed. In the variation end process, the variable display of each symbol column Z1 to Z3 and the currently executed performance are ended (the symbols of each symbol column Z1 to Z3 are fixed and stopped).

[0400] In step Sa1810, it is determined whether the current special symbol game play is the game play of the reserved information that triggered the reserved notice performance. If it is not the game play of the reserved information that triggered the reserved notice performance, the special symbol change display process is terminated. On the other hand, if it is the game play of the reserved information that triggered the reserved notice performance, it is determined in step Sa1811 whether a reserved notice flag or a return standby flag is stored in the various flag storage area 344d. Details of the return standby flag will be described later.

[0401] If either the hold notice flag or the return standby flag is stored, the stored flag is erased in step Sa1812. After execution of step Sa1812 or if a negative judgment is made in step Sa1811 (if neither the hold notice flag nor the return standby flag is stored), the special chart change display processing is terminated.

[0402] In this embodiment, whether the variable display time has elapsed is determined based on whether a variable end command has been received from the main control device 162, but since the variable display time can be determined from the variable start command sent at the start of variation in the performance control device 143, whether the variable display time for the game currently being played has elapsed may be determined based on the determined variable display time. In this case, the main control device 162 may not be configured to send a variable end command.

[0403] <Processing for switching performance modes> The rendering mode switching process of step Sa1307 (Fig. 30) will be described with reference to the flowchart of Fig. 42. The rendering mode switching process is for switching between rendering mode A and rendering mode B, which have already been described.

[0404] First, in step Sa1901, it is determined whether or not the display mode switching is in an effective period. In this embodiment, the period during which the SP reach display or the SPSP reach display is being executed in the special symbol game round, or the period during which the open / close execution mode is being executed, is an invalid period during which the display mode cannot be switched, and the other periods, including the period during which the special symbol game round is being executed, are effective periods for display mode switching. In step Sa1901, it is determined whether or not the current timing belongs to the above-mentioned effective period. If it is not in an effective period for display mode switching, the display mode switching process is terminated.

[0405] If the effect mode switching is in effect, the process proceeds to step Sa1902, where it is determined whether or not a predetermined operation for switching the effect mode has been performed on the effect operation unit 36. If the predetermined operation has not been performed, the effect mode switching process is terminated.

[0406] If a predetermined operation is performed, the process proceeds to step Sa1903, where a switching process is performed to switch the presentation mode. For example, if the current presentation mode is presentation mode A, the presentation data is set to switch to presentation mode B. The presentation mode may be switched in accordance with the timing when the predetermined operation is performed, or in accordance with the timing when the next special game round starts.

[0407] In step Sa1904, a presentation mode flag corresponding to the presentation mode after switching is set in the various flag storage area 344d of the RAM 344. In this embodiment, a mode A flag and a mode B flag are provided as flags corresponding to presentation mode A and presentation mode B, respectively, and for example, when switching from presentation mode A to presentation mode B, the mode A flag stored in the various flag storage area 344d is erased, and the mode B flag is stored in the various flag storage area 344d.

[0408] In step Sa1905, it is determined whether or not a return standby flag is stored in the various flag storage area 344d. The return standby flag will be described later.

[0409] If the return standby flag is not stored, the process proceeds to step Sa1906, where it is determined whether or not a hold notice flag is stored in the various flag storage area 344d. If the hold notice flag is not stored, the process for switching the presentation mode is terminated.

[0410] On the other hand, if the hold notice flag is stored, that is, if the hold notice performance is being executed or is in a standby state, proceed to step Sa1907 and erase the hold notice flag. As a result, if the hold notice performance was being executed before the mode switch, the continuation of the hold notice performance is canceled. Also, if the hold notice performance was in a standby state, the execution of the hold notice performance that was on standby is canceled.

[0411] In step Sa1908, it is determined whether or not the hold notice effect is being executed, i.e., whether or not there is a hold image displayed in a specific display mode. Specifically, it is determined whether or not there is a hold image displayed in each hold display area Ga, Gb that is displayed in any of the blue display mode HMb, green display mode HMc, red display mode HMd, or rainbow display mode HMe. This determination is made by referring to the information for each area stored in the display mode memory area 344e of RAM 344. If there is no hold image displayed in a specific display mode, the effect mode switching process is terminated.

[0412] On the other hand, if there is a reserved image displayed in a specific display mode (if a reserved notice performance is being executed), the process proceeds to step Sa1909, and information indicating the mode in which the reserved image displayed in the specific display mode is displayed is stored in the return area 344f of the RAM 344. In the return area 344f, areas are set corresponding to the reserved display areas Ga1 to Ga4, Gb1 to Gb4 and the execution display area D of each special chart, and it is possible to store the display mode of the reserved image in each area.

[0413] In step Sa1909, the display mode information stored in display mode storage area 344e at that time is also stored in return area 344f. Therefore, at the time of processing in step Sa1909, the same information is stored in display mode storage area 344e and return area 344f.

[0414] The information on the display mode may be identification information indicating the display mode or identification information indicating the display color. In short, it is sufficient if the display mode of the hold image can be identified from the information stored in the return area 344f and corresponds to the display mode of the hold image.

[0415] By the above process, by referring to the return area 344f after switching the presentation mode, it is possible to know which pending image was displayed in which display mode before switching the presentation mode. Note that when the shift process of step Sa1704 in the shift command response process (FIG. 40) is executed while display mode information is stored in the return area 344f, not only the display mode storage area 344e but also the display mode information stored in each area of ​​the return area 344f is shifted sequentially toward the lower area.

[0416] In step Sa1910, a process is executed to cancel the display of the reserved image displayed in the specific display mode. That is, the reserved image displayed in the specific display mode is set to switch to the normal display mode HMa as the presentation mode is switched. The switch to the normal display mode HMa is performed in accordance with the timing of the presentation mode switch. For example, if the presentation mode is switched at the timing when the above-mentioned predetermined operation is performed, the reserved image is switched to the normal display mode HMa at that timing, and if the presentation mode is switched at the start timing of the next special game, the reserved image is set to switch to the normal display mode HMa at that timing.

[0417] Furthermore, in the cancellation process of step Sa1910, a process is executed to clear the display mode information stored in display mode storage area 344e. Therefore, at the time of the process of step Sa1910, the display mode information is stored only in return area 344f. Furthermore, in the cancellation process of step Sa1910, a process is executed to erase the performance scenario data set in step Sa1513 of the setting process for hold notice (FIG. 34).

[0418] In this embodiment, when the presentation mode is switched, the configuration is such that a re-execution lottery is restricted for the acquired reserved information, in other words, reserved information for which an execution lottery for the reserved notice presentation (setting process for the reserved notice in FIG. 34) has already been performed. Specifically, a new execution lottery for the reserved notice presentation is not performed, and the execution lottery is not performed twice for the same reserved information (reserved image) before and after the presentation mode is switched.

[0419] In step Sa1911, a standby flag for return is set in the various flag storage area 344d. In this embodiment, when the presentation mode is switched and then switched back to the original presentation mode, the display mode of the reserved image is returned to the specific display mode. The standby flag for return is a flag indicating that the return process is in a standby state. After step Sa1911 is executed, the presentation mode switching process is terminated.

[0420] If the determination in step Sa1905 is affirmative (if the return standby flag is stored), the process proceeds to step Sa1912, where processing is performed to clear the return standby flag. Here, a situation in which a positive determination is made in step Sa1905 means a situation in which the first performance mode switch is performed while the hold notice performance is being executed, and then the mode switch operation is performed again, resulting in a return to the original performance mode. For example, this is a situation in which the performance mode is switched from performance mode A to performance mode B while one of the hold images is being displayed in a specific display mode, and then switched back to performance mode A. In this case, upon the previous mode switch (from performance mode A to performance mode B), the display mode of the hold image is changed to the normal display mode HMa and the hold notice performance is canceled, so the hold image that was displayed in the specific display mode in performance mode A continues to be displayed in the normal display mode HMa while in performance mode B.

[0421] In addition, after switching to presentation mode B, the game of the reserved image (reserved information) may end before switching to presentation mode A. In this case, the return standby flag is erased in steps Sa1811 and Sa1812 of the special chart change display processing (Fig. 41), so a negative determination is made in step Sa1905.

[0422] After step Sa1912 is executed, in step Sa1913, a setting process for returning the display mode of the reserved image to the specific display mode is executed, and then the process for switching the presentation mode is terminated.

[0423] <Changing the display mode of the reserved image by switching the presentation mode> As already explained, in this embodiment, when the presentation mode is changed while the reserved image is displayed in a specific display mode, the display mode of the reserved image is changed to the normal display mode HMa, and the reserved notice presentation is canceled. In this case, by switching the display state of not only the background image 401 but also the reserved display unit 200, it is possible to make the change in presentation mode easier for the player to understand.

[0424] Furthermore, if switching between presentation modes were merely a change in the displayed image, it would be difficult for the player to notice the difference between the modes. However, in this embodiment, the execution frequency of the hold preview effect differs between modes, making the difference between the presentation modes more noticeable. However, in a configuration in which the execution frequency of the hold preview effect differs between modes, even if the display mode of the hold image in which the hold preview effect is being performed is the same, the jackpot expectation suggested by the display mode may differ depending on the type of presentation mode. Therefore, if the display mode before the mode switch is maintained after the mode switch, even though the actual expectation of the hold information corresponds to the presentation mode before the switch, it will be displayed as if it suggests the expectation corresponding to the presentation mode after the switch, which could lead to a concern of inconsistency between the expectation suggested by the hold preview effect and the actual expectation. In this regard, by changing the display mode of the hold image to the normal display mode HMa when the presentation mode is switched, such inconsistency in expectation can be suitably avoided.

[0425] In this way, by canceling the execution of the hold preview effect in response to a change in presentation mode, it is possible to make the change in presentation mode easier to understand and to avoid inconsistencies in the level of expectation suggested by the hold preview effect.However, on the other hand, there is a concern that some players may mistakenly believe that the cancellation of the hold preview effect has meant that the chance suggested by the hold preview effect has also disappeared, which may lead to disappointment.

[0426] Therefore, in this embodiment, a setting process for returning to the notice in step Sa1913, a second execution process for the hold notice in step Sa1702, and a third execution process for the hold notice in step Sa1808 are provided, and after the presentation mode is switched, when the original presentation mode is returned by switching again, the display mode of the hold image is restored. The process of each of the above steps will be explained in detail below.

[0427] <Settings for preview return> The setting process for advance notice return in step Sa1913 will be described with reference to the flowchart in FIG.

[0428] First, in step Sa2101, the display status before the specific display mode is released and the normal display mode HMa is grasped for the reserved images displayed in each reserved display area Ga, Gb and execution display area D. For example, if the fourth reserved image for the first special chart (reserved image in the fourth unit reserved display area Ga4) is displayed in the blue display mode HMb and the presentation mode is switched from presentation mode A to presentation mode B, and then switched back to presentation mode A, it is grasped that the reserved image was displayed in the blue display mode HMb.

[0429] At that time, after switching from presentation mode A to presentation mode B, if the number of games has been consumed and the reserved image has shifted to the lower area side, it is understood that the reserved image corresponding to the reserved image displayed in the fourth unit reserved display area Ga4 at the time of mode switching was displayed in blue display mode HMb before the release process. For example, if two games have been consumed after switching to presentation mode B, it is understood that the reserved image displayed in the second unit reserved display area Ga2 was displayed in blue display mode HMb at the time of mode switching. This understanding is performed by referring to the return area 344f of RAM344.

[0430] In step Sa2102, it is determined whether or not a game turn of the reserved image (target reserved image) that was displayed in a specific display mode is currently being played. In other words, after switching from presentation mode A to presentation mode B, it is determined whether or not the game has been played and the game has progressed to the game turn of the target reserved image. If a game turn is not currently being played, the process proceeds to step Sa2103, where the number of reserved information items before the target reserved image (reserved number) is determined. For example, if the target reserved image is the third reserved information item, the number of reserved information items before that is determined to be two. Note that reserved information items currently being played are not included in the reserved number. Furthermore, the number of reserved information items is determined separately for the first special symbol and the second special symbol.

[0431] In step Sa2104, it is determined whether the number of reserved images grasped in step Sa2103 is equal to or greater than a predetermined number (for example, 1). If it is equal to or greater than the predetermined number, the process proceeds to step Sa2105, where a lottery process for a return scenario is executed. The return scenario determines at what shift timing the target reserved image is returned to its original specific display mode.

[0432] A restoration scenario table that defines when the display mode of the reserved image is restored to its original state, corresponding to the number of reserved items and the original specific display mode, is stored in the various table storage area 343a of the ROM 343. In the restoration scenario table, for example, when the number of reserved items is two, the restoration timing of the display mode can be selected from the first shift (shift to the second unit reserved display area Ga2), the second shift (shift to the first unit reserved display area Ga1), and the third shift (shift to the execution display area D).

[0433] In addition, in the restoration scenario table, when the original display mode is a specific display mode higher than the blue display mode HMb, it is possible to select whether to restore the original specific display mode directly from the normal display mode HMa or to restore the original specific display mode in stages. Thus, a single display change may restore the specific display mode before release, or multiple display changes may be required to restore the specific display mode before release.

[0434] In step Sa2105, the timing and mode of returning the display mode of the reserved image are determined by lottery based on the return scenario table and the counters (random numbers) for lottery obtained from the counter areas 344b of the RAM 344.

[0435] After step Sa2105 is executed or if a negative judgment is made in step Sa2104 (if the number of reserved items is less than one), a return scenario setting process is performed in step Sa2106. If a lottery process for a return scenario is performed in step Sa2105, the display mode of the reserved image is set to be restored in the selected return scenario, and if the number of reserved items is less than one, the display mode of the reserved image is set to be restored when shifted to the execution display area D.

[0436] After execution of step Sa2106 or if a positive judgment is made in step Sa2102 (when a game round of the target reserved image is being executed), in step Sa2107, a notice return flag is set in the various flag storage area 344d of the RAM 344. The notice return flag is used by the MPU 342 to understand that processing should be executed to restore the display mode of the reserved image to its original state. After execution of step Sa2107, the setting processing for notice return is terminated.

[0437] <Second execution process of pending notice> The second execution process of the hold notice in step Sa1702 (Fig. 40(a)) will be described with reference to the flowchart in Fig. 44. This process is performed as part of the shift command response process, in other words, it is a process that is executed at the shift timing of the hold image.

[0438] First, in step Sa2201, it is determined whether or not a notice return flag is stored in the various flag storage area 344d of the RAM 344. If a notice return flag is not stored, the second execution process of the pending notice is terminated.

[0439] If the notice return flag is stored, the process proceeds to step Sa2202, where the return scenario set in step Sa2106 in the setting process for the notice return is determined. In step Sa2203, based on the setting result of the return scenario determined in step Sa2202, it is determined whether the current shift timing is the timing to return the display mode of the target hold image. If it is not the return timing, the second execution process for the hold notice is terminated.

[0440] If it is the time to return, proceed to step Sa2204, and determine the display mode to be changed to based on the setting result of the return scenario. For example, if the display mode before the release of the target hold image is the green display mode HMc, and the display mode determined by the return scenario is the green display mode HMc, the green display mode HMc is determined as the display mode to be changed to. Also, if the display mode determined by the return scenario is the blue display mode HMb, which is the previous step to the green display mode HMc, the blue display mode HMb is determined as the display mode to be changed to.

[0441] In step Sa2205, the display mode of the target hold image is set to be changed to the display mode grasped in step Sa2204. Specifically, a command to change the display mode of the hold image at the current shift timing is set so as to include information indicating the hold image whose display mode is to be changed and information indicating which display mode (display color) to change to as an output command to the display control device 350. After execution of step Sa2205, the second execution process of the hold notice is terminated.

[0442] <Third execution process of pending notice> The third execution process of the reserved notice in step Sa1808 (Fig. 41) will be described with reference to the flowchart in Fig. 45. This process is performed as part of the special chart variable display process, in other words, it is a process performed during the execution of the game round.

[0443] First, in step Sa2301, it is determined whether or not the notice return flag is stored in the various flag storage area 344d of the RAM 344. If the notice return flag is not stored, the third execution process of the pending notice is terminated.

[0444] If the notice return flag is stored, the process proceeds to step Sa2302, where it is determined whether or not a promotion flag is stored in the various flag storage area 344d. The promotion flag will be described later.

[0445] If the promotion flag is not stored, proceed to step Sa2303, and determine whether the current display mode of the target reserved image is the normal display mode HMa. Note that, when the current display mode of the target reserved image is the normal display mode HMa, it means that the switching operation to the original presentation mode is performed during the execution of the game of the target reserved image.

[0446] If the current display mode is the normal display mode HMa, proceed to step Sa2304 and determine whether or not there are any reserved change points remaining in the ongoing game. For example, if the presentation mode of the target reserved image is changed at the end of the game, and there are no reserved change points remaining, proceed to step Sa2314 and erase the notice return flag stored in the various flag storage area 344d. This cancels the return process of the reserved notice presentation, and the target reserved image (the reserved image displayed in the execution display area D) continues to be displayed in the normal display mode HMa for that game.

[0447] If a hold change point remains, in step Sa2305, the return area 344f of RAM 344 ​​is referenced to determine the specific display mode of the target hold image before release, and this is determined as the display mode to change to. In step Sa2306, the display mode of the hold image is set to be changed to the display mode determined in step Sa2305. Specifically, a command to change the display mode of the hold image is set as an output command to the display control device 350, including information indicating which display mode (display color) to change to. As a result, the display mode of the hold image displayed in the execution display area D is changed (returned) to the specific display mode before release at the most recent hold change point.

[0448] After execution of step Sa2306 or if a negative judgment is made in step Sa2303 (if the current display mode of the target hold image is not the normal display mode HMa), it is judged in step Sa2307 whether or not a judged flag is stored in the various flag storage area 344d. Note that if the current display mode of the target hold image (hold image displayed in the execution display area D) is not the normal display mode HMa, this means that the display mode of the hold image has already been changed to the specific display mode before release.

[0449] If it is determined in step Sa2307 that the judged flag is stored, the third execution process of the pending notice is terminated. On the other hand, if the judged flag is not stored, the process for promoting the pending notice is executed in step Sa2308.

[0450] Here, the process for upgrading the pending notice in step Sa2308 will be described with reference to the flowchart in FIG.

[0451] In the promotion process, first, in step Sa2401, the fluctuation pattern of the target reserved image is grasped. This grasping is performed based on the fluctuation start command (step Sa712 in FIG. 23) transmitted from the main control device 162 at the start of the game round (the game round currently being executed) of the target reserved image.

[0452] In step Sa2402, a promotion determination of the hold notice effect is performed based on the fluctuation pattern grasped in step Sa2401 and the promotion determination table stored in the various table storage area 343a of the ROM 343. The promotion determination determines whether or not it is possible to change the display mode of the target hold image (hold image displayed in the execution display area D) to a higher specific display mode (a display mode higher than the display mode before release).

[0453] As shown in Figure 47, the promotion determination table defines an upper limit of the display mode corresponding to each variation pattern, and for example, in the case of variation pattern 5H corresponding to SPSP reach A miss, a change up to the red display mode HMd is allowed. Incidentally, in the case of each variation pattern corresponding to a jackpot, a change up to the rainbow display mode HMe is allowed in any of variation patterns 1A to 5A.

[0454] The promotion determination table is not limited to the configuration shown in Fig. 47, and may have other configurations, such as a different upper limit display mode for each variation pattern corresponding to a jackpot. In short, it is sufficient that the upper limit display mode is determined so as to correspond to the jackpot expectation of the number of games (variation pattern) (in other words, so as to be consistent with the jackpot expectation).

[0455] In step Sa2402, the upper limit display mode corresponding to the variation pattern grasped in step Sa2401 is identified by referring to the promotion determination table, and it is determined whether the current display mode of the target reserved image is a display mode lower than the identified upper limit display mode. As a result, if the current display mode is a display mode lower than the upper limit display mode, the display mode is allowed to be promoted, and if not, promotion is not permitted. Note that if a change setting for the display mode is made in step Sa2306, it is determined whether the display mode after the change is a display mode lower than the identified upper limit display mode, and based on the result, it is determined whether promotion is possible.

[0456] After step Sa2402 is executed, in step Sa2403, a judged flag is set in the various flag storage area 344d of the RAM 344. The judged flag is set so that the MPU 342 knows that the promotion judgment has been executed, in other words, to avoid duplicated execution of the promotion judgment.

[0457] In step Sa2404, it is determined whether the result of the promotion determination in step Sa2402 allows the display mode to be promoted. If the promotion is not allowed, the process exits the promotion process for the pending notice and proceeds to step Sa2314 (FIG. 45), where the notice return flag is cleared and the third execution process for the pending notice is terminated.

[0458] If promotion is permitted, the process proceeds to step Sa2405, where a lottery process for a promotion scenario is executed. The promotion scenario determines the timing (hold change point) at which the target reserved image displayed in the execution display area D will be changed to which display mode. A promotion scenario lottery table for lottery-determining a promotion scenario is stored in the various table storage area 343a of the ROM 343. In this promotion scenario lottery table, in addition to information for execution lottery-determining whether or not to execute a promotion effect, multiple types of promotion scenarios are set corresponding to each upper limit display mode of the reserved notice effect. In step Sa2405, an execution lottery for whether or not to promote the display mode and a scenario lottery for promotion are executed based on the promotion scenario lottery table and the lottery counters (random number values) acquired from each counter area 344b of the RAM 344.

[0459] In step Sa2406, it is determined whether the result of the lottery process in step Sa2405 is to upgrade the display mode. If not, the process for upgrading the pending notice is terminated and the process for upgrading the pending notice proceeds to step Sa2314 (FIG. 45), where the notice return flag is cleared and the process for the third execution of the pending notice is terminated.

[0460] If a promotion is to be made, the process proceeds to step Sa2407, where promotion scenario data is set so that the promotion scenario drawn in step Sa2405 is executed. After step Sa2407 is executed, processing related to the change suggestion effect is executed in steps Sa2408 to Sa2410. These processes are the same as steps Sa1603 to Sa1605 in the first execution processing of the hold notice (FIG. 38(a)), and therefore explanations thereof are omitted.

[0461] After execution of step Sa2410 or if a negative determination is made in step Sa2409, a promotion flag is set in the various flag storage area 344d in step Sa2411, and then the process for promoting the hold notice is terminated. The promotion flag is used by the MPU 342 to determine that the display mode of the target hold image should be promoted.

[0462] Returning to the explanation of the third execution process of the pending notice (FIG. 45), after the pending notice promotion process of step Sa2308 is executed, the third execution process of the pending notice is terminated.

[0463] If the determination in step Sa2302 is affirmative (the promotion flag is stored), the process proceeds to step Sa2309, where it is determined whether it is time to promote the display mode. This determination is made based on the promotion scenario setting result in step Sa2407. If it is not time to promote, the third execution process of the hold notice is terminated.

[0464] If it is the timing for promotion, the process proceeds to step Sa2310, and the display mode to be changed to in this change process (higher display mode) is determined based on the setting result of the promotion scenario. In the following step Sa2311, the display mode of the hold image displayed in the execution display area D is set to be changed to the display mode determined in step Sa2310. Specifically, a command to change the display mode of the hold image displayed in the execution display area D is set so as to include information indicating which display mode to change to as an output command to the display control device 350.

[0465] In step Sa2312, it is determined whether the display mode determined in step Sa2310 or the display mode set as the destination in step Sa2311 is the final display mode in the promotion effect. For example, if a promotion scenario is set so that the display mode is promoted in multiple stages through multiple change processes and the current change process is an intermediate process, the result of this step is determined to be negative as it is not the final display mode, and the third execution process of the pending notice is terminated.

[0466] If it is the final display mode, the promotion flag stored in the various flag storage area 344d is erased in step Sa2313. In the following step Sa2314, the notice return flag stored in the various flag storage area 344d is erased, and then the third execution process of the hold notice is terminated.

[0467] <Flow of display mode of reserved images when the performance mode is switched> The flow of display modes of reserved images when the performance mode is switched will be described with reference to FIGS.

[0468] When three reserved information for the first special symbol are acquired, a win occurs in the first actuation port 62, and the fourth reserved information (reserved image HW) is acquired, the main control device 162 executes a reserved pre-reading process (step Sa305) for the acquired reserved information. Here, it is assumed that the result is that the hit / miss judgment is a miss and the fluctuation pattern is fluctuation pattern 6H (SPSP reach B miss).

[0469] In addition, the performance control device 143 executes a setting process for the hold notice (step Sa1403) based on the results of the look-ahead in the main control device 162, and performs a lottery to execute the hold notice performance for the hold image HW, a lottery to determine the final display mode, a lottery to determine the performance scenario, etc. As a result of these lotteries, the red display mode HMd is selected as the final display mode, and the performance scenario is selected to initially display in the green display mode HMc and change to the red display mode HMd at a later shift timing. In this case, as shown in Figure 48(a), the hold image HW in the green display mode HMc is displayed in the fourth unit hold display area Ga4 of the first hold display area Ga.

[0470] Thereafter, when the player performs a mode switching operation using the presentation operation unit 36, the presentation mode switches from presentation mode A ...

Claims

[Claim 1] A specific determination means that performs a specific determination based on the occurrence of a predetermined trigger, A game round control means controls the game rounds to be performed, with the game round operation starting based on the specific determination, and the notification result corresponding to the result of the specific determination being counted as one game round. A specific control execution means that executes specific control based on the result of the specific determination, A means that, after the occurrence of a predetermined event, allows the player to transition to a specific state that is more advantageous to the player than a predetermined state, Equipped with, When providing notification corresponding to the result of the aforementioned specific determination, it is possible to provide multiple notification displays with different characteristics. The system includes an execution means capable of executing different types of notification displays depending on whether the predetermined event occurs or does not occur during the execution of the game rotation operation when the result of the specified determination is a specified result. The execution means is capable of executing a specific form of notification display among the plurality of notification displays when the predetermined event occurs during the execution of the game rotation operation in a situation where the result of the specific determination is the specific result, The system includes means capable of performing a specific notification when the aforementioned predetermined event occurs, The result of the specified determination is the specified result, and the specified notification can be executed in the game round in which the predetermined event occurs during the execution of the game round operation. A gaming machine characterized in that the specified notification can be performed by a second notification means different from the first notification means on which the specified notification display can be performed.