Gaming machine
The gaming machine improves player engagement by incorporating a launching mechanism, starting ball entry, and varied operation effects, enhancing attention through dynamic operation performance suggestions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2026-04-06
- Publication Date
- 2026-06-18
AI Technical Summary
The operation effects in conventional gaming machines become monotonous, leading to a decrease in player attention.
A gaming machine with a launching mechanism, starting ball entry means, variation display, and operating means that includes first and second operating mechanisms, where the second mechanism performs a predetermined operation without changing the timing, and suggests operation modes through performance execution means.
Enhances player engagement by providing varied operation effects, increasing attention to the game.
Smart Images

Figure 2026099928000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, a gaming machine provided with variable display means for variably displaying a plurality of patterns has been known (see, for example, Patent Document 1). When a game ball enters an operation port (starting ball entry means) of this gaming machine, an internal lottery such as a jackpot lottery is executed, and at the same time, variable display of the pattern is started. For example, when the gaming machine wins the jackpot lottery, it finally stops and displays a specific combination of patterns or the like on the variable display means, and shifts the game state to a specific control state advantageous to the player. In this specific control state, the gaming machine pays out a large number of game balls, for example, by shifting the variable winning device to a state where game balls can enter. By the way, such a gaming machine is provided with operation means such as push buttons capable of executing a predetermined operation effect based on the operation of the player. For example, the operation means can execute an operation effect that makes the player expect that the game state will shift to a specific control state after starting the variable display of the pattern.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there is a problem that the operation effects that can be executed by the operation means become monotonous, and thus the degree of attention of the player to the game cannot be improved.
[0005] An object of the present invention is to provide a gaming machine capable of improving the degree of attention of a player to the game. [Means for solving the problem]
[0006] The present invention provides a gaming machine comprising: a launching means for launching game balls toward a game area formed on the front of a game board; a starting ball entry means into which game balls flowing down the game area can enter and which executes a predetermined lottery based on such entry; a variation display means which displays a variation in the number of game rounds based on the entry of game balls into the starting ball entry means; an operating means capable of executing a predetermined operation performance based on the operation of a player; and a performance execution means which causes a performance including a predetermined operation performance to be executed, wherein the performance execution means comprises an operation performance suggestion means that suggests to the player the operation mode of the operating means, and an operation performance execution means which causes a predetermined operation performance to be executed when the operating means is operated according to the operation mode of the operating means suggested by the operation performance suggestion means, the operating means comprises a first operating means and a second operating means different from the first operating means, and the operation performance execution means is capable of executing a predetermined operation performance by changing a specific timing in a predetermined operation performance when the first operating means is operated under predetermined conditions, and is characterized in that when the second operating means is operated, it executes a predetermined operation performance without changing a specific timing in a predetermined operation performance. [Effects of the Invention]
[0007] According to the present invention, a gaming machine can increase the level of attention players pay to the game. [Brief explanation of the drawing]
[0008] [Figure 1] Front view of a pachinko machine according to the main reference embodiment of the present invention. [Figure 2] Front view of the game board [Figure 3] Figure showing the display screen of a graphic display device. [Figure 4] Block diagram showing the electrical configuration of a pachinko machine. [Figure 5] Diagram showing the contents of each counter used in the internal lottery. [Figure 6]Figure showing a win / loss table storing the values of random numbers that result in a big win [Figure 7] Figure showing a distribution table storing the values of random numbers related to the distribution destination of the big win type [Figure 8] Figure showing a flowchart of timer interrupt processing [Figure 9] Figure showing a flowchart of winning processing for the operating port [Figure 10] Figure showing a flowchart of normal processing [Figure 11] Figure showing a flowchart of main processing [Figure 12] Figure showing a flowchart of game round control processing [Figure 13] Figure showing a flowchart of data setting processing [Figure 14] Figure showing a flowchart of variation start processing [Figure 15] Figure showing a flowchart of game state transition processing [Figure 16] Figure showing a flowchart of big winning opening / closing processing [Figure 17] Figure showing a flowchart of big winning opening release processing [Figure 18] Figure showing a flowchart of transition processing at the end of the opening / closing execution mode [Figure 19] Block diagram showing the electrical configuration of the audio and light control device [Figure 20] Figure showing the contents of the sub-side pending information storage area [Figure 21] Block diagram showing the electrical configuration of the display control device [Figure 22] Figure showing a flowchart of timer interrupt processing executed by the audio and light control device [Figure 23] Figure showing a flowchart of pending decision processing [Figure 24] Figure showing a flowchart of pending occurrence processing [Figure 25] Figure showing a flowchart of pending shift processing [Figure 26] Figure showing the preview pending symbols, normal pending symbols, and special pending symbols displayed on the display screen of the symbol display device [Figure 27] Figure showing the flowchart of the performance determination process [Figure 28] Figure showing the relationship between game results and game states, etc. [Figure 29] Figure showing the flowchart of the winning process for the operation port according to the reference form M of the present invention [Figure 30] Figure showing the flowchart of the hold generation process [Figure 31] Figure showing the flowchart of the hold shift process [Figure 32] Figure showing the flowchart of the pre-reading performance generation determination process [Figure 33] Figure showing the flowchart of the performance determination process [Figure 34] Figure showing the flowchart of the process for determining the performance pattern [Figure 35] Figure showing the flowchart of the pre-reading performance completion determination process [Figure 36] Figure showing the display screen of the symbol display device when the notice hold information is stored in the fourth area of the first sub-side hold area [Figure 37] Figure showing the display screen of the symbol display device when the notice hold information is stored in the third area of the first sub-side hold area [Figure 38] Figure showing the display screen of the symbol display device when the notice hold information is stored in the second area of the first sub-side hold area [Figure 39] Figure showing the display screen of the symbol display device when the normal hold information is stored in the first area of the second sub-side hold area after the notice hold information is stored in the second area of the first sub-side hold area and before the pre-reading performance occurs [Figure 40] Figure showing the display screen of the symbol display device when the normal hold information is stored in the first area of the second sub-side hold area after the notice hold information is stored in the second area of the first sub-side hold area and after the pre-reading performance occurs [Figure 41] Figure showing the display screen of the symbol display device when the normal hold information is stored in the second sub-side hold area in a state where the pre-reading performance has not occurred [Figure 42] This figure shows a flowchart of the pre-read animation occurrence determination process according to Reference Embodiment N of the present invention. [Figure 43] A flowchart showing the process for determining the performance pattern. [Figure 44] A flowchart showing the process for determining how to execute pre-announced effects. [Figure 45] This diagram shows the display screen of the symbol display device when, after the notification hold information is stored in the second area of the first sub-side hold area, and then after the pre-reading effect occurs, the normal hold information is stored in the first area of the second sub-side hold area. [Figure 46] This figure shows a flowchart of the process for determining the performance pattern according to Reference Embodiment O of the present invention. [Figure 47] A flowchart showing the process for determining how to execute pre-announced effects. [Figure 48] This diagram shows the display screen of the symbol display device when, after the notification hold information is stored in the third area of the first sub-side hold area, and then after the pre-read effect occurs, the normal hold information is stored in the first area of the second sub-side hold area. [Figure 49] This figure shows a flowchart illustrating the prize-winning process for the operating port according to reference embodiment P of the present invention. [Figure 50] A diagram showing the flowchart for the process of generating a pending item. [Figure 51] A diagram showing the flowchart for the pending shift processing. [Figure 52] A flowchart showing the process for determining when a pre-announcement effect will occur. [Figure 53] A diagram showing the flowchart for the process of determining the direction of the production. [Figure 54] A flowchart showing the process for determining the performance pattern. [Figure 55] A flowchart showing the process for determining how to execute pre-announced effects. [Figure 56] This diagram shows the display screen of the symbol display device when the notification hold information is stored in the fourth area of the first sub-side hold area. [Figure 57] This figure shows the display screen of the symbol display device when the notification hold information is stored in the third area of the first sub-side hold area. [Figure 58] This figure shows the display screen of the symbol display device when the notification hold information is stored in the second area of the first sub-side hold area. [Figure 59] This diagram shows the display screen of the symbol display device when, after the notification hold information is stored in the fourth area of the first sub-side hold area, normal hold information is stored in the first area of the second sub-side hold area while a pre-reading effect is occurring. [Figure 60] This diagram shows the display screen of the symbol display device when the fourth area of the first sub-side hold area stores the pre-announcement hold information, and a reach display occurs before the execution of this pre-announcement hold information. [Figure 61] A diagram showing a flowchart of the hold shift processing according to Reference Embodiment Q of the present invention. [Figure 62] A diagram showing the flowchart for the process of determining the direction of the production. [Figure 63] A flowchart showing the process for determining the performance pattern. [Figure 64] A flowchart showing the process for determining the ending animation for a game round. [Figure 65] A flowchart showing the process for determining when a pre-announcement effect will occur. [Figure 66] A flowchart showing the process for determining how to execute pre-announced effects. [Figure 67] This diagram shows the display screen of the symbol display device when the notification hold information is stored in the fourth area of the first sub-side hold area. [Figure 68] This figure shows the display screen of the symbol display device when the notification hold information is stored in the third area of the first sub-side hold area. [Figure 69] This figure shows the display screen of the symbol display device when the notification hold information is stored in the second area of the first sub-side hold area. [Figure 70] This diagram shows the display screen of the symbol display device when, after the notification hold information is stored in the fourth area of the first sub-side hold area, normal hold information is stored in the first area of the second sub-side hold area while a pre-reading effect is occurring. [Figure 71]This diagram shows the display screen of the symbol display device when the fourth area of the first sub-side hold area stores the pre-announcement hold information, and a reach display occurs before the execution of this pre-announcement hold information. [Figure 72] This figure shows a flowchart of the hold generation process according to reference embodiment R of the present invention. [Figure 73] A diagram showing the flowchart for the pending shift processing. [Figure 74] A flowchart showing the process for determining whether a pre-read animation occurs at the start of the animation. [Figure 75] A diagram showing the flowchart for the process of determining the direction of the production. [Figure 76] A flowchart showing the process for determining the performance pattern. [Figure 77] A flowchart showing the process for determining when to play the pre-read animation at the start of the game. [Figure 78] A flowchart showing the process for determining the ending animation for a game round. [Figure 79] A flowchart showing the process for determining when a pre-read animation will occur at the end of the game. [Figure 80] A flowchart showing the process for determining how to complete the pre-read animation at the end of the game. [Figure 81] This figure shows the display screen of the symbol display device when, after the notification hold information related to the start pre-read performance flag is stored in the third area of the first sub-side hold area, the notification hold information related to the end pre-read performance flag is stored in the storage area of the first sub-side hold area. [Figure 82] This figure shows the display screen of the symbol display device when, after the pre-announcement hold information related to the end-time pre-announcement performance flag is stored in the third area of the first sub-side hold area, the pre-announcement hold information related to the start-time pre-announcement performance flag is stored in the storage area of the first sub-side hold area. [Figure 83] This figure shows a flowchart of the timer interrupt processing performed in the audio light emission control device according to the first embodiment of the present invention. [Figure 84] A diagram showing the flowchart for the process of determining the direction of the production. [Figure 85] Diagram showing the operation of the warning display part. [Figure 86] Diagram showing the part of the advance notice display that notifies the advance notice result. [Figure 87] A diagram showing the timing of the warning display. [Figure 88] A flowchart showing the process for determining the performance pattern. [Figure 89] A diagram showing the flowchart of the performance execution process. [Figure 90] This diagram shows the display screen of the symbol display device after the "reach" indicator appears, and a timing chart of the pre-announcement indicator. [Figure 91] A diagram showing the operation preview part of the preview display according to the second embodiment of the present invention. [Figure 92] Diagram showing the part of the advance notice display that notifies the advance notice result. [Figure 93] A diagram showing the timing of the warning display. [Figure 94] A flowchart showing the process for determining the performance pattern. [Figure 95] A diagram showing the flowchart of the performance execution process. [Figure 96] This diagram shows the display screen of the symbol display device after the "reach" indicator appears, and a timing chart of the pre-announcement indicator. [Figure 97] A diagram showing a flowchart of the performance execution process according to the third embodiment of the present invention. [Figure 98] This diagram shows the display screen of the symbol display device after the "reach" indicator appears, and a timing chart of the pre-announcement indicator. [Figure 99] Front view of a game board according to Reference Embodiment V of the present invention [Figure 100] Front view and cross-sectional view of the upper rotating mechanism. [Figure 101] Exploded perspective view of the upper rotating mechanism. [Figure 102] Front view and cross-sectional view of the upper rotating mechanism showing the inner and outer ring bodies extended to the front. [Figure 103] Front and side views of the lower right rotating mechanism. [Figure 104] Front and side views of the lower left rotating mechanism. [Figure 105] Block diagram showing the electrical configuration of the sound and light emission control device. [Figure 106]This diagram shows a flowchart of the timer interrupt processing performed by the sound and light emission control device. [Figure 107] A diagram showing the flowchart for the process of determining the direction of the production. [Figure 108] A flowchart showing the process for determining the performance pattern. [Figure 109] Diagram showing the state of the upper mechanism's special effect being performed. [Figure 110] A flowchart showing the process for determining the lower-side special effect animation. [Figure 111] Front view showing the lower mechanism animation in progress. [Figure 112] Right side view showing the lower mechanism animation in progress. [Figure 113] This diagram shows the state where the word "BIG" in black letters is displayed to the player as a result of the lower-side mechanism's performance. [Figure 114] This diagram shows the state where the word "small" in black text is displayed to the player as a result of the lower-side feature animation. [Figure 115] This diagram shows the player being notified of the rainbow-colored "BIG" text as a result of the lower-side gimmick's effect. [Figure 116] This diagram shows the state in which the rainbow-colored text "small" is displayed to the player as a result of the lower-side feature animation. [Figure 117] Front view of a game board according to reference embodiment W of the present invention [Figure 118] Front view and cross-sectional view of the upper rotating mechanism. [Figure 119] Front and side views of the lower right rotating mechanism. [Figure 120] Front and side views of the lower left rotating mechanism. [Figure 121] Block diagram showing the electrical configuration of the sound and light emission control device. [Figure 122] A flowchart showing the process for determining the performance pattern. [Figure 123] A flowchart showing the process for determining the upper-side special effect animation. [Figure 124] Diagram showing the state of the upper mechanism's special effect being performed. [Figure 125] This diagram shows the state in which the upper mechanism is being activated using special illumination. [Figure 126] A flowchart showing the process for determining the lower-side special effect animation. [Figure 127] Front view showing the lower mechanism animation in progress. [Figure 128] Diagram showing the state in which the rotation of the upper rotating mechanism has been stopped. [Figure 129] This diagram shows the state where the word "BIG" in black letters is displayed to the player as a result of the lower-side mechanism's performance. [Figure 130] This diagram shows the state where the word "small" in black text is displayed to the player as a result of the lower-side feature animation. [Figure 131] This diagram shows the player being notified of the rainbow-colored "BIG" text as a result of the lower-side gimmick's effect. [Figure 132] This diagram shows the state in which the rainbow-colored text "small" is displayed to the player as a result of the lower-side feature animation. [Figure 133] This diagram shows the state in which the lower mechanism's special effect is being performed via a special route. [Figure 134] This diagram shows the state where the lower mechanism's special effect is being further executed via a special route. [Modes for carrying out the invention]
[0009] [Main reference form] The main reference embodiments of the present invention will be described below with reference to the drawings. Figure 1 is a front view of a pachinko machine according to the main reference embodiment of the present invention. Pachinko machine 1 is a type of amusement machine, specifically a pachinko game machine. As shown in Figure 1, this pachinko machine 1 comprises an outer frame 11 that forms the outer shell of the pachinko machine 1, and a game machine body 12 that is rotatably attached to the outer frame 11 toward the front (front side).
[0010] The gaming machine body 12 includes an inner frame (not shown) supported by the outer frame 11 so as to be able to rotate with one of its left or right sides as the support side, a front door frame 121 positioned in front of the inner frame and supported by the inner frame so as to be able to rotate forward with one of its left or right sides as the support side, and a back pack unit (not shown) positioned behind the inner frame and supported by the inner frame so as to be able to rotate backward with one of its left or right sides as the support side.
[0011] The gaming machine body 12 is equipped with a locking device (not shown) located at its rotating tip. This locking device has the function of locking the gaming machine body 12 to the outer frame 11 in a way that prevents it from being opened, and also locking the front door frame 121 to the inner frame in a way that prevents it from being opened. These locking states can be released by using an unlocking key to unlock the cylinder lock 13, which is exposed on the front of the pachinko machine 1.
[0012] The front door frame 121 has a roughly oval-shaped window section 122 that covers the entire front side of the inner frame, and a window panel 123 fitted into the window section 122. In this reference embodiment, the window panel 123 is made of glass and is colorless and transparent, but it may also be made of synthetic resin or the like and is colorless and transparent. Furthermore, the front door frame 121 includes an indicator lamp section 124 located above the window section 122, speaker sections 125 located on both the left and right sides of the indicator lamp section 124 that output sound effects according to the game situation, and an upper bulge 14 and a lower bulge 15 located below the window section 122.
[0013] The upper bulge 14 and the lower bulge 15 are arranged side by side vertically and are both positioned to bulge forward. The upper bulge 14 has an upper tray 141 provided on the inside with an upward opening, and a push button 142 that accepts information input when operated by the player. The upper tray 141 has the function of temporarily storing the game balls dispensed by the dispensing device 48 (see Figure 4) provided in the back pack unit, aligning them in a line, and guiding them to the game ball launching mechanism 49 (see Figure 4). The push button 142 functions as an operating means that can execute predetermined operation effects, such as expectation effects, that make the player expect that the game state will be changed to a specific control state that is advantageous to the player, based on the player's operation. The lower bulge 15 has a lower tray 151 located on the inside, which also opens upward. The lower tray 151 has the function of storing any excess game balls in the upper tray 141.
[0014] Furthermore, the front door frame 121 is equipped with a launching handle 16, which serves as a launching mechanism, located to the right of the lower tray 151. This launching handle 16, when operated by a player of the pachinko machine 1, launches game balls from a game ball launching mechanism 49 located below the inner frame toward the game area located above the inner frame. By changing the amount of rotation of the launching handle 16, the launching intensity, or force, of the game balls launched toward the game area is changed.
[0015] Figure 2 is a front view of the game board. As shown in Figure 2, the game board 2 has an inner rail section 21 and an outer rail section 22 attached to its surface and is mounted on an inner frame. The aforementioned game area is formed on the game board 2 so as to be demarcated by the inner rail section 21 and the outer rail section 22. This game area can be viewed from the front in substantially its entirety through the window section 122. The inner rail section 21 and the outer rail section 22 constitute a guide rail 23 for the game balls into the game area, and this guide rail 23 guides the game balls launched from the game ball launching mechanism 49 by the player rotating the launch handle 16 to the upper part of the game area.
[0016] The guide rail 23 is positioned with its exit portion on one side of the game area and is formed to face the upper center of the game area. Therefore, as the amount of rotation of the launch handle 16 by the player increases, the destination position of the game ball in the upper part of the game area shifts from the side where the exit portion of the guide rail 23 is formed to the opposite side. In this reference embodiment, the exit portion of the guide rail 23 is located on the left side of the game area.
[0017] The game board 2 has multiple openings of varying sizes in the game area, formed by router processing to penetrate in the front-to-back direction. The game board 2 also has a general prize entry opening 24, an upper operating opening (first starting ball entry means) 25, a lower operating opening (second starting ball entry means) 26, a variable prize entry device 27, and an out opening 28, each provided in one of the openings. The game board 2 also has through gates 31 provided on the left and right sides of the central section, a main display device 32 provided on the upper right side, and a variable display unit 33 provided in the central section. Furthermore, the game board 2 has a number of nails NL and various components (mechanisms) such as windmills WM planted in the game area to appropriately disperse or adjust the direction in which the game balls fall.
[0018] Each of the various prize slots, including the general prize slot 24, the upper operating slot 25, the lower operating slot 26, and the variable prize slot 27, is equipped with detection sensors 301 to 304 (see Figure 4) for detecting the entry of game balls. These detection sensors 301 to 304 are located on the back side of the game board 2. Specifically, the general prize slot 24 is equipped with detection sensor 301, the upper operating slot 25 is equipped with detection sensor 302, the lower operating slot 26 is equipped with detection sensor 303, and the variable prize slot 27 is equipped with detection sensor 304. The pachinko machine 1 dispenses a predetermined number of prize balls based on the detection results of the detection sensors 301 to 304. The detection sensors 301 to 304 can be any type that can individually detect the entry of game balls; for example, electromagnetic induction type proximity sensors can be used.
[0019] Specifically, when a ball enters the general prize entry opening 24, the pachinko machine 1 dispenses 10 prize balls. When a ball enters the upper operating opening 25 or the lower operating opening 26, the pachinko machine 1 dispenses 3 prize balls. When a ball enters the variable prize entry device 27, the pachinko machine 1 dispenses 15 prize balls. Note that the number of prize balls is arbitrary, and for example, the number of prize balls for each operating opening 25 and 26 may be different.
[0020] The outlet 28 is located at the bottom of the game area of the game board 2. Game balls that do not enter the various prize slots are discharged from the game area through this outlet 28. The outlet 28 is also equipped with a detection sensor 305 (see Figure 4) that detects the entry of game balls, and this detection sensor 305 is located on the back side of the game board 2. In the case of a ball entering the outlet 28, the pachinko machine 1 does not dispense prize balls, unlike when a ball enters one of the prize slots.
[0021] Each through gate 31 is equipped with a detection sensor 306 (see Figure 4) that detects the entry of a game ball, and this detection sensor 306 is located on the back side of the game board 2. In addition, when a ball enters one of the through gates 31, the pachinko machine 1 does not dispense any prize balls, unlike when a ball enters any of the prize winning slots.
[0022] Here, "entering the game" refers to a game ball passing through a predetermined opening, and includes not only the mode in which the game ball is discharged from the game area after passing through the opening, but also the mode in which the game ball continues to flow down the game area without being discharged after passing through the opening. However, in the following explanation, in order to clearly distinguish it from the entry of a game ball into the out opening 28, the entry of a game ball into various prize-winning openings will also be expressed as "winning a prize." Furthermore, "entering the through gate 31" refers to the mode in which the game ball passes through a gate provided in the game area and continues to flow down the game area without being discharged. This entry into the through gate 31 will also be expressed as "winning a prize," similar to entry into various prize-winning openings.
[0023] The upper and lower operating ports 25 and 26 are unitized as an operating port device and installed on the game board 2. Both operating ports 25 and 26 open upward to allow game balls flowing down the game area to enter, and are arranged vertically side by side with the upper operating port 25 positioned above and the lower operating port 26 positioned below. The lower operating port 26 has an electric mechanism 261 which serves as a guide piece (support piece) composed of a pair of left and right movable pieces.
[0024] The electric mechanism 261 is connected to an electric mechanism drive unit 262 mounted on the rear side of the game board 2. The electric mechanism 261 is driven by the electric mechanism drive unit 262 and can be set to either a closed state (unsupported or unguided state) or an open state (supported or guided state). The closed state is a state in which the lower operating opening 26 is closed by bringing the upper end of the electric mechanism 261 closer together in the left-right direction. The open state is a state in which the lower operating opening 26 is opened by moving the upper end of the electric mechanism 261 further apart in the left-right direction.
[0025] Here, when the electric mechanism 261 is set to the closed position, the distance between the upper end of the electric mechanism 261 and the upper operating opening 25 becomes narrower than the width of one game ball. Conversely, when the electric mechanism 261 is set to the open position, the distance between the upper end of the electric mechanism 261 and the upper operating opening 25 becomes wider than the width of one game ball. Therefore, when the electric mechanism 261 is set to the closed position, the game ball cannot enter the lower operating opening 26, but when it is set to the open position, the game ball can enter the lower operating opening 26.
[0026] Furthermore, the electric mechanism 261 may be configured to switch between a state in which it is difficult for game balls to enter the lower opening 26 (unlike the closed state, game balls can enter), and a state in which it is easy for game balls to enter the lower opening 26, instead of the closed and open states described above. Also, the lower opening 26 may be configured to perform such switching not by setting the electric mechanism 261, but by displacement of the lower opening 26, and in this configuration, the lower opening 26 does not need to be equipped with the electric mechanism 261.
[0027] The variable prize winning device 27 includes a large prize winning opening 271 that opens upward to allow game balls flowing down the game area to enter, an opening / closing door 272 for opening and closing the large prize winning opening 271, and a variable prize winning drive unit 273 for driving the opening / closing door 272. Furthermore, by rotating the launch handle 16 to its maximum extent and shooting to the right, the player can guide the game ball to the variable prize winning device 27 while avoiding the variable display unit 33, etc., by shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guide rail 23 is formed to the opposite side.
[0028] Here, the game board 2 is equipped with a cover 29 that covers the front side of the variable prize winning device 27. This cover 29 is equipped with a transparent panel 291 which is made transparent (or semi-transparent) so that the variable prize winning device 27 can be seen from the front, and an opaque panel 292 which is provided around the transparent panel 291 and is made opaque. Therefore, the player can see the variable prize winning device 27 from the front through the transparent panel 291 and the window 122.
[0029] The large prize slot 271 is located in an opening formed in the game area by router processing, which allows it to penetrate in the front-to-back direction. As mentioned above, this large prize slot 271 is equipped with a detection sensor 304 that detects when a game ball enters. The pachinko machine 1 dispenses a predetermined number of prize balls based on the detection result.
[0030] The opening / closing door 272 is formed in the shape of a rectangular plate and is installed on the game board 2 so as to close the opening of the large prize slot 271. The opening / closing door 272 has a closed state in which it moves forward toward the window panel 123 and protrudes from the game board 2 to close the opening of the large prize slot 271, and an open state in which it moves backward toward the interior of the game board 2 and is embedded in the game board 2 to open the opening of the large prize slot 271. The variable prize drive unit 273 drives the opening / closing door 272 to set the opening / closing door 272 to either an open state or a closed state.
[0031] Specifically, the opening / closing door 272 is normally set to a closed state where game balls cannot enter. However, if the internal lottery results in a transition to the opening / closing execution mode, the opening / closing door 272 is set to an open state where game balls can enter. The opening / closing execution mode (specific control state) refers to the mode in which the opening / closing door 272 is set to the open state, allowing game balls to be entered into the large prize slot 271. Furthermore, in the opening / closing execution mode, one round of gameplay is defined as the period from setting the opening / closing door 272 to the open state until it is set to the closed state again.
[0032] The main display device 32 has a main display unit 34 and a special display unit 35, and is configured by arranging multiple display devices such as a segment display unit in which multiple segment light-emitting units are arranged in a predetermined manner, and a dot display unit. The main display device 32 is mounted on the game board 2 so as to bulge out toward the window panel 123 located on its front side. In other words, the main display device 32 is visible from the front of the pachinko machine 1 through the window panel 123. Furthermore, the distance between the main display device 32 and the window panel 123 is narrower than the width of one game ball. This prevents the game ball from falling between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents the game ball from falling in front of the main display device 32.
[0033] The main display unit 34 includes a first result display unit 341 for displaying the results of an internal lottery conducted based on a prize being won in the upper operating opening 25, and a second result display unit 342 for displaying the results of an internal lottery conducted based on a prize being won in the lower operating opening 26 (see Figure 4). The main display unit 34 may further include a round display unit to indicate the number of rounds played in the opening / closing execution mode when the opening / closing execution mode is activated (or when the opening / closing execution mode is activated).
[0034] The first result display unit 341 triggers the display of changing patterns when a prize is awarded in the upper operating opening 25, and as a result of stopping the display of the changing patterns, it displays the result of the internal lottery that was conducted based on the prize being awarded in the upper operating opening 25. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 341 displays a predetermined stop result. After that, the pachinko machine 1 transitions to the opening / closing execution mode. The second result display unit 342 triggers the display of changing patterns when a prize is awarded in the lower operating opening 26, and displays the result of the internal lottery conducted based on the prize being awarded in the lower operating opening 26 as the result of stopping the display of the changing patterns. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 342 displays a predetermined stop result. After that, the pachinko machine 1 transitions to the opening / closing execution mode.
[0035] The display unit 35 for the special feature displays a changing pattern when a ball enters each through gate 31, and as a result of stopping the changing pattern display, it displays the result of the internal lottery that was conducted based on the ball entering each through gate 31. If the result of the internal lottery corresponds to a transition to the electric feature open state, the display unit 35 for the special feature displays a predetermined stop result. After that, the pachinko machine 1 transitions to the electric feature open state. In this electric feature open state, the electric feature 261 provided in the lower operating port 26 opens in a predetermined manner.
[0036] In this reference configuration, the main display unit 34 and the special feature display unit 35 are composed of segment displays, but are not limited to this and may be composed of other types of display devices such as liquid crystal displays, organic EL displays, CRTs, and dot matrix displays. Furthermore, the patterns to be displayed in the main display unit 34 and the special feature display unit 35 can be configured to display multiple types of characters in a variable manner, multiple types of symbols in a variable manner, multiple types of characters in a variable manner, or multiple colors that are switched and displayed.
[0037] The variable display unit 33 is equipped with a symbol display device 36 that displays a type of pattern, which is a symbol, in a variable manner (variable display or switching display). The variable display unit 33 is also equipped with a center frame 37 that is arranged to surround the symbol display device 36. The upper part of this center frame 37 is provided to bulge out toward the window panel 123 located on its front side. This configuration prevents game balls from falling in front of the display screen G of the symbol display device 36, thus preventing the inconvenience of reduced visibility of the display screen G due to falling game balls.
[0038] The symbol display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 36 starts displaying a changing pattern based on a winning entry into the upper operating port 25 or the lower operating port 26. That is, when the first result display unit 341 of the main display unit 34 or the second result display unit 342 of the main display unit 34 performs a changing pattern display, the symbol display device 36 performs a changing pattern display accordingly. The pattern display device 36 is not limited to a liquid crystal display device, but may also be a plasma display device, an organic EL display device, or another display device such as a CRT.
[0039] The center frame 37 includes a first reserve lamp section 371 located in the lower left area of the symbol display device 36, a second reserve lamp section 372 located in the lower right area of the symbol display device 36, and a third reserve lamp section 373 located in the upper area of the symbol display device 36.
[0040] The first reserve lamp unit 371 is a part that displays the number of game balls that have been entered into the upper operating opening 25 and lights up according to the number of reserved balls. This first reserve lamp unit 371 can reserve up to 4 game balls and is compatible with the changing display of the first result display unit 341 and the symbol display device 36. The second reserve lamp section 372 is a part that displays the number of game balls that have been entered into the lower operating opening 26 and lights up according to the number of reserved balls. This second reserve lamp section 372 can reserve up to 4 game balls and is compatible with the fluctuating display of the second result display section 342 and the symbol display device 36. The third reserve lamp section 373 is a part that displays the number of game balls that have entered each through gate 31 and lights up according to the number of reserved balls. This third reserve lamp section 373 can reserve up to 4 game balls and corresponds to the fluctuating display of the special feature display section 35. Each of the hold lamp units 371 to 373 may have other configurations, such as being displayed as an image on a part of the symbol display device 36, which will be described later.
[0041] Figure 3 shows the display screen of a graphic display device. As shown in Figure 3, the display screen G of the pattern display device 36 is divided into three display areas, and each display area displays the left pattern row Z1, the middle pattern row Z2, and the right pattern row Z3 from left to right. Each pattern row Z1 to Z3 consists of eight types of patterns, each consisting of the numbers "1" to "8", arranged in ascending order from bottom to top, with "1" following "8". In Figure 3, the centerlines of each display area are shown by dashed lines.
[0042] The symbol display device 36 starts displaying changing symbols on the display screen G by periodically scrolling the symbols in each symbol row Z1 to Z3 in a predetermined direction (upward in this reference form) based on a winning entry into the upper or lower operating port 25 or the lower operating port 26. This game-round display switches from changing to stopped display in the order of left symbol row Z1 → right symbol row Z3 → middle symbol row Z2, and finally ends with the predetermined symbols stopped on the active line L. In other words, a game round refers to the period from when the main display unit 34 and the symbol display device 36 begin displaying a variation based on a winning combination into each of the operating slots 25 and 26, until the predetermined stopping result is displayed.
[0043] Furthermore, the manner in which the patterns are displayed in the pattern display device 36 is not limited to this and is arbitrary. For example, the number of pattern rows, the scrolling direction of each pattern row, and the number of patterns in each pattern row can be changed as appropriate. In addition, the patterns in each pattern row may be a combination of pictures and numbers instead of just numbers, or they may be pictures only.
[0044] <Electrical configuration of a pachinko machine> Figure 4 is a block diagram showing the electrical configuration of a pachinko machine. As shown in Figure 4, the pachinko machine 1 comprises a main control device 4, a sound and light emission control device 5, and a display control device 6, which are mounted on the back side of the inner frame. The pachinko machine 1 also comprises a payout control device 46 and a power supply / launch control device 47, which are mounted on the back pack unit. The payout control device 46 performs payout control to cause the aforementioned payout device 48 to dispense game balls. The power supply / launch control device 47 performs launch control to cause the aforementioned game ball launching mechanism 49 to launch game balls.
[0045] The main control device 4 includes a main control board 41 that is in charge of the main control (main control) of the game, and a power outage monitoring board 45 that monitors the power supply. The main control device 4 also includes a board box that houses the main control board 41 and the like. This board box may have a means to leave a trace when it is opened, or a structure to leave a trace when it is opened. Specifically, as a means to leave a trace, the board box may be constructed by joining multiple case bodies and have a joint (crimped part) that requires the destruction of a predetermined part when separating each case body, or a sealing sticker may be attached across the boundary between multiple case bodies so that it leaves a trace that it has been peeled off by leaving an adhesive layer on the object to which it is attached when peeled off. As a structure to leave a trace, a structure may be adopted in which adhesive is applied to the boundary between these case bodies.
[0046] The main control board 41 comprises an MPU 42 mounted on the main control board 41, and ROM 43 and RAM 44 that constitute the MPU 42. Here, the MPU 42 is a chip that integrates the ROM 43 and RAM 44, as well as a CPU, interrupt circuit, timer circuit, data input / output circuit, and counter circuit as a random number generator. In this reference configuration, the ROM 43 and RAM 44 are integrated into a single chip for the MPU 42, but they may also be configured as separate chips. This also applies to the MPUs of other control devices besides the main control device 4.
[0047] ROM 43 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to maintain the stored information. This ROM 43 has various areas such as a success / failure table storage area 431, a distribution table storage area 432, and a reach table storage area 433. These areas will be described in detail later. RAM 44 is a memory for temporarily storing various data when executing the control program stored in ROM 43, and is a volatile memory means that requires an external power supply to maintain the stored information. This RAM 44 has various areas such as various counter areas 441, a reserved ball storage area 442, and an electric power reserve area 443. These areas will be described in detail later.
[0048] The MPU42 is equipped with input and output ports. The input ports of the MPU42 are connected to a power outage monitoring board 45 provided on the main control device 4 and to a plurality of detection sensors 301 to 306. The output ports of the MPU42 are connected to the power outage monitoring board 45, the payout control device 46 and the sound and light emission control device 5. In addition, the output ports of the MPU42 are connected to an electric mechanism drive unit 262 that opens and closes the electric mechanism 261 of the lower operating opening 26, a variable prize drive unit 273 that opens and closes the opening and closing door 272 of the variable prize winning device 27, the main display unit 34 and the mechanism display unit 35.
[0049] The main control board 41 has a driver circuit. The MPU 42 performs drive control of various drive units through this driver circuit. Specifically, in the electric function open state, the MPU 42 performs drive control of the electric function drive unit 262 to open and close the electric function 261. In the open / close execution mode, the MPU 42 performs drive control of the variable prize entry drive unit 273 to open and close the large prize entry opening 271. In addition, in each game round, the MPU 42 performs display control of the main display unit 34 to display the results of the internal lottery performed based on the entries into each operating opening 25, 26. Furthermore, the MPU 42 performs display control of the function display unit 35 to display the results of the internal lottery performed based on the entries into each through gate 31.
[0050] The power outage monitoring board 45 acts as a relay between the main control board 41 and the power supply / launch control device 47, which has the function of supplying operating power, and monitors the stable 24-volt DC voltage output from the power supply / launch control device 47. Therefore, the MPU 42 receives power via the power outage monitoring board 45. Detection sensors 301 to 306 are provided in a one-to-one correspondence with the various prize entry points of the general prize entry point 24, upper operating point 25, lower operating point 26, and variable prize entry device 27, as well as the out entry point 28 and each through gate 31. Based on the detection results of detection sensors 301 to 306, the MPU 42 makes a prize entry determination (ball entry determination) for the various prize entry points, the out entry point 28, and each through gate 31. The MPU 42 then performs an internal lottery based on the prize entry determination for the upper operating point 25 or the lower operating point 26.
[0051] The payout control device 46 executes payout control that causes the payout device 48 to pay out prize balls or loaned balls (game balls that are loaned to players during gameplay) based on commands (control instructions) transmitted from the main control device 4.
[0052] The power supply and launch control device 47 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. The power supply and launch control device 47 generates the necessary operating power for the main control board 41, the payout control device 46, etc., based on the external power supplied from the commercial power supply, and also supplies the generated operating power. The power supply and launch control device 47 is equipped with a power supply unit for when the power supply to the pachinko machine 1 is cut off. This power supply unit for when the power supply to the pachinko machine 1 is cut off supplies power to the RAM 44 of the main control device 4 for memory retention.
[0053] Furthermore, the power supply and launch control device 47 performs launch control to cause the game ball launching mechanism 49 to launch game balls. Here, the game ball launching mechanism 49 includes a launching rail extending toward the guide rail 23 of the game board 2, a ball feeding device that supplies game balls stored in the upper tray 141 onto the launching rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launching rail toward the guide rail 23. When predetermined launching conditions are met, the power supply and launch control device 47 supplies a drive signal (launch permission signal) to this solenoid and launches the game balls.
[0054] <Electrical configuration for performing internal lottery in the main control unit's MPU> Figure 5 shows the contents of each counter used in the internal lottery. As shown in Figure 5, the MPU42 performs internal lotteries and other operations by using the values (information) of each counter C1~C3, CINI, CS, and C4. Specifically, the MPU42 uses the jackpot random number counter C1 to determine the occurrence of a jackpot, the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. In addition, the MPU42 uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and the variation type counter CS to determine the display duration in the main display unit 34 and the symbol display device 36. Furthermore, the MPU42 uses the electric mechanism release counter C4 to determine whether or not to put the electric mechanism 261 of the lower operating opening 26 into the electric mechanism release state. Each counter C1~C3, CINI, CS, and C4 is provided in the various counter areas 441 of the RAM 44 (see Figure 4).
[0055] Each counter C1-C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and after reaching the maximum value it returns to 0. Each counter is updated periodically, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of RAM 44. Of the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in the reserved ball storage area 442 (see Figure 4), which is provided as an acquired information storage means in RAM 44, at the timing when a game ball enters the upper operation opening 25 or the lower operation opening 26. In addition, of the values stored in the lottery counter buffer, the value of the electric mechanism opening counter C4 is stored in the electric mechanism reserve area 443 (see Figure 4) of RAM 44 at the timing when a game ball enters each through gate 31.
[0056] The reserved ball storage area 442 includes a reserved area Ra for the first result display unit, a reserved area Rb for the second result display unit, and an execution area AE.
[0057] The first result display unit's reserve area Ra, provided as the first acquired information storage means, comprises four storage areas: the first area Ra1 to the fourth area Ra4. Each area Ra1 to Ra4 is set to a storage capacity capable of storing sets of values for the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores these sets of values as reserve information in each area Ra1 to Ra4 in chronological order as the game balls enter the upper operating opening 25. Specifically, when multiple consecutive entries into the upper operating opening 25 occur, the MPU 42 stores the reserve information in chronological order in the order of first area Ra1 → second area Ra2 → third area Ra3 → fourth area Ra4.
[0058] Thus, the first result display unit's reserve area Ra has four memory areas, so that up to four game balls can be reserved when they enter the upper operating opening 25. In addition, the first result display unit's reserve area Ra has a memory area for writing the number of reserved balls stored in each area Ra1 to Ra4. Furthermore, the number of items to be held in relation to the upper operating port 25 is not limited to four and is arbitrary; it may be two, three, five or more, or even a single item.
[0059] The second result display unit's reserve area Rb, provided as the second acquired information storage means, has four storage areas: the first area Rb1 to the fourth area Rb4. Each area Rb1 to Rb4 is set to a storage capacity capable of storing sets of values for the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores these sets of values as reserve information in each area Rb1 to Rb4 in chronological order as the game balls enter the lower operating opening 26. Specifically, when multiple consecutive entries into the lower operating opening 26 occur, the MPU 42 stores the reserve information in chronological order in the order of first area Rb1 → second area Rb2 → third area Rb3 → fourth area Rb4.
[0060] Thus, the second result display unit's reserve area Rb has four memory areas, so that up to four game balls can be reserved when they enter the lower opening 26. In addition, the second result display unit's reserve area Rb has a memory area for writing the number of reserved balls stored in each area Rb1 to Rb4. Furthermore, the number of items to be held in the lower operating port 26 is not limited to four and is arbitrary; it may be two, three, five or more, or even a single item.
[0061] The execution area AE is an area for moving the reserved information stored in the storage area of the first result display unit's reserved area Ra or the second result display unit's reserved area Rb when the display of changes in each result display unit 341, 342 is started.
[0062] The electric payout reserve area 443, like the reserve area Ra for the first result display unit and the reserve area Rb for the second result display unit, has four memory areas. Therefore, up to four game balls can be reserved when they enter each through gate 31. Furthermore, the number of reserved items for each through gate 31 is not limited to four and is arbitrary; it may be two, three, five or more, or even a single item.
[0063] <Detailed explanation of each counter> The details of each counter are explained below. First, let's explain the electric mechanism release counter C4. The electric mechanism release counter C4 is a loop counter that loops within the range of 0 to 250, for example, by adding 1 to the previous value each time it is updated, reaching a maximum value of 250, and then returning to 0. The electric mechanism release counter C4 is updated periodically, and the updated value is stored in the electric mechanism reserve area 443 of RAM 44 via the lottery counter buffer at the moment a game ball enters each through gate 31. Then, the MPU42 performs a lottery (electric mechanism release lottery) to determine whether or not to set the electric mechanism 261 of the lower operating port 26 to the electric mechanism release state, based on the value of the electric mechanism release counter C4 stored in the electric mechanism hold area 443.
[0064] Here, the pachinko machine 1 has multiple support modes in which the frequency of setting the electric mechanism 261 to an open state, thereby enabling the entry of game balls into the lower operating opening 26, differs from one another. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) in which the frequency of setting the electric mechanism 261 to an open state is relatively low, and a high-frequency support mode (high-frequency guide state) in which the frequency of setting the electric mechanism 261 to an open state is relatively high.
[0065] In both the low-frequency support mode and the high-frequency support mode, the probability of winning the electric mechanism opening state in the electric mechanism opening lottery is the same (for example, 4 / 5 in both). However, in the high-frequency support mode, compared to the low-frequency support mode, the electric mechanism 261 is set to the open state more often when the electric mechanism opening state is won, and the duration of each opening is also longer. Furthermore, in the high-frequency support mode, the closing time during which the electric mechanism 261 is set to the closed state between each opening in a single electric mechanism opening state is shorter than the duration of one opening. In addition, compared to the low-frequency support mode, the high-frequency support mode has a shorter minimum waiting time (the duration of one fluctuation display on the mechanism display unit 35) between the end of the electric mechanism opening lottery and the next electric mechanism opening lottery.
[0066] Therefore, in high-frequency support mode, the game ball is more likely to enter the lower opening 26 compared to low-frequency support mode. In other words, in low-frequency support mode, the player can increase the probability of the game ball entering the upper opening 25 rather than the lower opening 26 by rotating the launch handle 16 to a moderate degree and shooting to the left, shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guide rail 23 is formed to the center. Also, in high-frequency support mode, the player can increase the probability of the game ball entering the lower opening 26 rather than the upper opening 25 by rotating the launch handle 16 to the maximum degree and shooting to the right, shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guide rail 23 is formed to the opposite side. Furthermore, when a winning ball is detected entering the lower opening 26, a predetermined number of prize balls are dispensed. In high-frequency support mode, the player can play the game without losing too many game balls.
[0067] Thus, in this reference form, the pachinko machine 1 is equipped with a left-handed shooting route (first path) that makes it easy for game balls to enter the upper operating port 25 and difficult for game balls to enter the lower operating port 26, and a right-handed shooting route (second path) that makes it easy for game balls to enter the lower operating port 26 and difficult for game balls to enter the upper operating port 25.
[0068] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to those described above. For example, the high-frequency support mode may be configured to have a higher probability of winning the electric mechanism opening state in the electric mechanism opening lottery compared to the low-frequency support mode. Alternatively, for example, multiple types of reservation times may be provided, and the high-frequency support mode may be configured to make it easier to select a shorter reservation time compared to the low-frequency support mode, thereby shortening the average of the selected reservation times. Furthermore, by combining the conditions of the number of times the electric mechanism 261 is set to the open state, the opening time, and the reservation time, the high-frequency support mode may be configured to set the electric mechanism 261 to the open state relatively higher compared to the low-frequency support mode.
[0069] Next, let's explain the jackpot random number counter C1. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599, for example, by adding 1 to the previous value each time it is updated, and then returning to 0 after reaching the maximum value of 599. In addition, after each loop of the jackpot random number counter C1, it reads the value of the random number initial value counter CINI at that time as its initial value. The random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, similar to the jackpot random number counter C1.
[0070] The jackpot random number counter C1 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a game ball enters the upper operation opening 25 or the lower operation opening 26. Specifically, the value of the jackpot random number counter C1 is stored in the first result display unit's reserved area Ra of the RAM 44 when a game ball enters the upper operation opening 25, and in the second result display unit's reserved area Rb of the RAM 44 when a game ball enters the lower operation opening 26. Then, the MPU42 performs a lottery (win / loss lottery) for the occurrence of a jackpot based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442.
[0071] Figure 6 shows a win / loss table that stores the random number values that result in a jackpot. Of the values of the jackpot random number counter C1, the random numbers that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 431 (see Figure 4) of the ROM 43, which is provided as a win / loss information group storage means, as shown in Figure 6.
[0072] Here, the pachinko machine 1 has two win / loss lottery modes: a low-probability mode (low-probability state) in which it is difficult to win a jackpot, and a high-probability mode (high-probability state) in which it is easy to win a jackpot. In addition, the win / loss table includes a win / loss table for the low-probability mode (low-probability win / loss information group) shown in Figure 6(a), and a win / loss table for the high-probability mode (high-probability win / loss information group) shown in Figure 6(b). The MPU42 performs a lottery to determine whether a jackpot occurs by comparing these win / loss tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442.
[0073] These win / loss tables contain the results (win / loss results) of the lottery for multiple jackpot occurrences, including "jackpot win," "special loss," and "regular loss." Specifically, in a game state where the win / loss table for low probability mode is referenced when drawing lots for a jackpot, there are two random numbers that result in a "jackpot win," as shown in Figure 6(a). In contrast, under gameplay conditions where the win / loss table for high probability mode is referenced when determining whether a jackpot occurs, there are 21 random numbers that result in a "jackpot," as shown in Figure 6(b). Here, the random numbers that result in a jackpot stored in the win / loss table for low probability mode are included in the random numbers that result in a "jackpot" stored in the win / loss table for high probability mode.
[0074] The values and number of random numbers stored in each win / loss table are arbitrary, and the high-probability mode only needs to have a higher probability of "winning the jackpot" compared to the low-probability mode. Furthermore, the random number values for "winning the jackpot" stored in the win / loss table for high-probability mode do not have to include the random number values for "winning the jackpot" stored in the win / loss table for low-probability mode, but they may include some of the random number values for "winning the jackpot" stored in the win / loss table for low-probability mode.
[0075] Furthermore, in each winning / losing lottery mode, any random number value other than the one that results in a "jackpot" will result in a loss, meaning that a jackpot will not occur. Here, as mentioned above, Pachinko machine 1 has two types of losing results: "special losing result (minor win result)" and "normal losing result." Both of these losing results have in common that they do not trigger a transition to the win / loss lottery mode or the support mode. However, they differ in that the "special losing result" triggers a transition to the opening / closing execution mode, while the "normal losing result" does not.
[0076] Next, let's explain the jackpot type counter C2. The jackpot type counter C2 is a loop counter that loops within the range of 0 to 29, for example, by adding 1 to the previous value each time it is updated, reaching a maximum value of 29, and then returning to 0. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a game ball enters the upper operation opening 25 or the lower operation opening 26. Specifically, the value of the jackpot type counter C2 is stored in the first result display unit reserved area Ra of the RAM 44 when a game ball enters the upper operation opening 25, and in the second result display unit reserved area Rb of the RAM 44 when a game ball enters the lower operation opening 26. Then, based on the value of the jackpot type counter C2 stored in the reserved ball storage area 442, the MPU 42 performs a lottery (distribution lottery) to determine the type of jackpot when a jackpot occurs.
[0077] Figure 7 shows a distribution table that stores random number values related to the distribution destination for each type of jackpot. The random number values related to the distribution destination for each type of jackpot are stored as a distribution table (distribution information group) in the distribution table storage area 432 (see Figure 4) of the ROM 43, which is provided as a distribution information group storage means, as shown in Figure 7. The distribution table comprises a first distribution table (first distribution information group) shown in Figure 7(a) and a second distribution table (second distribution information group) shown in Figure 7(b). The MPU42 performs a lottery to determine the type of jackpot by comparing these distribution tables with the value of the jackpot type counter C2 stored in the reserved ball storage area 442.
[0078] The first distribution table is a table that is referenced when a lottery for the type of jackpot is performed based on the value of the jackpot type counter C2, which has been shifted from the first result display unit's hold area Ra to the execution area AE, i.e., the value of the jackpot type counter C2 based on the entry into the upper operation opening 25. As shown in Figure 7(a), the first distribution table has multiple distribution results as destinations: "low probability result (special distribution result corresponding to low probability)", "unclear small round high probability result (latent high probability result corresponding to small rounds)", "clear small round high probability result (high probability result corresponding to small rounds)", and "most advantageous result (special distribution result corresponding to high probability)". Specifically, in the first distribution table, of the values of the jackpot type counter C2 from "0 to 29", "0 to 9" are distributed to "low probability result", "10 to 14" are distributed to "unclear small round high probability result", "15 to 19" are distributed to "clear small round high probability result", and "20 to 29" are distributed to "most advantageous result".
[0079] The second distribution table is a table that is referenced when a lottery for the type of jackpot is performed based on the value of the jackpot type counter C2, which has been shifted from the reserve area Rb for the second result display unit to the execution area AE, i.e., the value of the jackpot type counter C2 based on the entry into the lower operation opening 26. As shown in Figure 7(b), the second distribution table has two distribution outcomes as destinations: "low probability result" and "most favorable result". Specifically, in the second distribution table, of the values of the jackpot type counter C2 from "0 to 29", values from "0 to 9" are distributed to the "low probability result", and values from "10 to 29" are distributed to the "most favorable result".
[0080] Each distribution result differs in at least one of the following conditions (1) to (3). (1) Win / Loss Mode after Open / Close Execution Mode Ends (2) Support mode after the end of the opening / closing execution mode (3) Mode of opening and closing control of the variable prize winning device 27 in opening and closing execution mode
[0081] First, let's explain the differences in the winning / losing lottery modes in (1). A "low probability result" is the distribution result in which the win / loss lottery mode is set to the low probability mode after the end of the opening / closing execution mode, regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This low probability mode continues at least until a "jackpot" is won in the win / loss lottery. The "Unspecified Low-Round High Probability Result," "Specified Low-Round High Probability Result," and "Most Advantageous Result" are distribution results in which the win / loss lottery mode is set to the high probability mode after the end of the opening / closing execution mode, regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This high probability mode continues at least until a "jackpot" is won in the win / loss lottery.
[0082] Next, we will explain the differences in the support modes in (2). The "low probability result" is the distribution result in which the support mode is set to high-frequency support mode after the end of the opening / closing execution mode, regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode will switch to low-frequency support mode when the number of game rounds reaches the termination threshold (specifically, 100 rounds).
[0083] The "Unspecified Low-Round High Probability Result" is a distribution result that maintains the support mode from before the end of the opening / closing execution mode. In this case, if the support mode before the end of the opening / closing execution mode was the high-frequency support mode, the high-frequency support mode will continue at least until a "jackpot win" occurs in the win / loss lottery. The "Explicitly Low-Round High Probability Result" and the "Most Advantageous Result" are distribution results in which the support mode is set to high-frequency support mode after the end of the opening / closing execution mode, regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode continues at least until a "jackpot win" occurs in the win / loss lottery.
[0084] The differences in the manner of opening and closing control of the variable prize winning device 27 in the opening and closing execution mode of (3) will be explained in detail later.
[0085] Next, let's explain the reach random number counter C3. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238, for example, by adding 1 to the previous value each time it is updated, reaching a maximum value of 238, and then returning to 0. The reach random number counter C3 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a game ball enters the upper operation opening 25 or the lower operation opening 26. Specifically, the value of the reach random number counter C3 is stored in the first result display unit's reserved area Ra of the RAM 44 when a game ball enters the upper operation opening 25, and in the second result display unit's reserved area Rb of the RAM 44 when a game ball enters the lower operation opening 26. Then, the MPU42 performs a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442.
[0086] The "Reach" display is an exciting animation that appears when the lottery results in a "regular miss" rather than a "jackpot." Specifically, when the draw results in a "normal miss" without a "jackpot," the MPU42 compares the value of the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 442 to determine whether or not to generate a reach display. If the draw indicates that a reach display should be generated, the MPU42 displays the reach display. The reach table is a table that stores the values of random numbers related to the generation of the reach display, and is stored in the reach table storage area 433 of the ROM43 (see Figure 4).
[0087] Here, if the draw results in a "jackpot" and the distribution draw results in the "most favorable result," the symbol display device 36 stops and displays a combination of symbols having the same odd number or the same even number on the active line L as the stopping result. Also, if the draw results in a "jackpot" and the distribution draw results in the "low probability result," the symbol display device 36 stops and displays a combination of symbols having the same even number on the active line L as the stopping result. Furthermore, if the draw results in a "jackpot" and the distribution draw results in an "unspecified low-round high-probability result" or an "special low-round high-probability result," or if the draw results in a "special loss" without a "jackpot," the symbol display device 36 stops and displays a combination of special symbols (for example, "3, 4, 1") having different numbers that would not be selected if the draw resulted in a "normal loss" on the active line L as the stopping result, rather than a combination of symbols having the same number.
[0088] A reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols with the same number is ultimately displayed (resulting in a "jackpot" in the win / fail lottery and being assigned to either the "most favorable result" or the "low probability result" in the distribution lottery). Also, a reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is ultimately displayed (resulting in a "jackpot" in the win / fail lottery and being assigned to either an "unspecified low-round high probability result" or an "explicit low-round high probability result" in the distribution lottery, or when the win / fail lottery does not result in a "jackpot" but rather a "special miss result").
[0089] The reach display method involves stopping and displaying some of the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 36 (for example, symbol sequences Z1 and Z3) on the active line L, thereby indicating the stopping result by displaying the same combination of symbols, and then displaying the remaining symbol sequence (for example, symbol sequence Z2) in a variable state. Therefore, by generating a reach display, the pachinko machine 1 can make the player expect that, after the symbol display device 36 starts displaying the variation but before displaying the predetermined stop result, the win / loss lottery has resulted in a "jackpot win," and that the distribution lottery has resulted in a "low probability result" or a "most favorable result."
[0090] The manner of displaying the reach is not limited to this, and some rows of symbols may be displayed in a static state while the remaining rows of symbols are displayed in a variable state, and predetermined characters or the like may be displayed as animations in the background, or each row of symbols may be displayed in a reduced size or hidden, and predetermined characters or the like may be displayed as animations covering approximately the entire display screen G.
[0091] Here, the pachinko machine 1 has an expectation-building effect as a type of variation display on the symbol display device 36. An expectation-building effect is an effect that makes the player expect that they have won a jackpot in the win / loss lottery after the variation display on the symbol display device 36 has started but before the predetermined stop result is displayed. Specifically, the pachinko machine 1 has two types of expectation-building effects: the aforementioned reach display and the pre-announcement display.
[0092] The pre-announcement display is an expectation-based feature that makes it more likely for a special effect to occur when the draw results in a "jackpot" or a "special loss" rather than a "regular loss" rather than a "jackpot." Instead of making the special effect more likely to occur, this pre-announcement display may also make it easier to select a less frequently occurring effect, or a combination of these may be used. While the lottery to determine whether or not to generate a reach display was performed by the main control device 4, the lottery to determine whether or not to generate a pre-announcement display was performed by the sound and light emission control device 5.
[0093] Examples of the notification display include the display of a predetermined character as a video on the display screen G based on a predetermined timing when, among multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 36, all symbol sequences Z1 to Z3 are displayed in a variable state, some symbol sequences (for example, symbol sequence Z1) are stopped on the active line L and multiple symbol sequences (for example, symbol sequences Z2, Z3) are displayed in a variable state, or a reach display is generated, or when a reach display is generated, a predetermined character or the like is displayed on the display screen G as a video based on the player pressing the push button 142. This notification display occurs in both cases, whether a reach display is generated or not, but it is set to occur more frequently when a reach display is generated than when a reach display is not generated. However, the preview display is not limited to this; for example, the background may be changed, or the form of the pattern sequence Z1 to Z3 may be changed.
[0094] Finally, let's explain the variation type counter CS. The variation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, reaching a maximum value of 198, and then returning to 0. The variation type counter CS is updated at least once each time the normal processing described later is executed, and each time it is updated, it is stored in the lottery counter buffer. The MPU 42 then determines the display duration of the symbols on the main display unit 34 and the display duration of the symbols on the symbol display device 36 based on the value of the variation type counter CS stored in the lottery counter buffer. These display durations will be explained in detail later.
[0095] <Regarding the various processes executed by the main control unit> The MPU 42 of the main control unit 4 executes timer interrupt processing and normal processing to advance the game, as well as the main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be explained in order below. In addition to timer interrupt processing, normal processing, and main processing, the MPU42 also performs NMI interrupt processing, which is activated by inputting a power outage signal to the NMI terminal (non-maskable terminal). However, a description of this processing will be omitted.
[0096] <Timer interrupt handling> Figure 8 is a flowchart showing the timer interrupt processing. In timer interrupt handling, the MPU42 periodically executes steps S101 to S105 (for example, with a 2 msec period), as shown in Figure 8.
[0097] In step S101, the MPU 42 performs a reading process for multiple detection sensors 301 to 306. In this reading process, the MPU 42 reads the state of multiple detection sensors 301 to 306, determines the state, and stores it in the RAM 44 as prize detection information. If the MPU 42 determines that the detection sensors 301 to 304 corresponding to various prize slots have detected the entry of a game ball, it sets a prize ball command to instruct the payout of prize balls and sends this set command to the payout control device 46. For example, if the MPU 42 determines that the detection sensor 304 corresponding to the variable prize slot 27 has detected the entry of a game ball, it sends a prize ball command to the payout control device 46 to instruct the payout of a specific unit number of 15 prize balls. Furthermore, the payout control device 46 performs payout control, causing the payout device 48 to dispense prize balls based on the prize ball command transmitted from the MPU 42.
[0098] In step S102, the MPU42 updates the random number initial value counter CINI. Specifically, as described above, the MPU42 updates the random number initial value counter CINI by adding 1 to its previous value and stores the updated value in a lottery counter buffer set in a predetermined area of RAM44. If the MPU42 has reached the maximum value when adding 1 to the previous value of the random number initial value counter CINI, it resets the value of the random number initial value counter CINI to 0 to clear it.
[0099] In step S103, the MPU42 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric mechanism release counter C4. Specifically, as described above, the MPU42 updates the previous values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric mechanism release counter C4 by adding 1 to each, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM44. If the MPU42 has reached the maximum value when adding 1 to the previous value of each counter C1 to C4, it resets the values of each counter C1 to C4 to 0 and clears them.
[0100] In step S104, the MPU 42 executes the entry process for through-gates. In this entry process for through-gates, if the MPU 42 determines that the detection sensor 306 corresponding to each through-gate 31 has detected the entry of a game ball, it stores the value of the electric mechanism opening counter C4, which was updated in step S103, in the electric mechanism reserve area 443. The MPU 42 also sets a command to light up the third reserve lamp section 373 and transmits this set command to the voice and light emission control device 5. The audio and light emission control device 5 lights up the third reserve lamp section 373 based on a command transmitted from the MPU 42. As mentioned above, the maximum number of game balls that enter each through gate 31 is four, and the third reserve lamp section 373 lights up in a number corresponding to this number of reserved balls.
[0101] In step S105, the MPU42 performs the awarding process for the activation port. The following is a detailed explanation of the prize-winning process for the operating port.
[0102] <Award processing for the operating port> Figure 9 is a flowchart showing the prize-winning process for the activation port. In the awarding process for the activation port, the MPU42 executes steps S201 to S208 as shown in Figure 9.
[0103] In step S201, the MPU 42 determines whether a game ball has entered the upper operating port 25 (starting play) by determining whether the detection sensor 302 corresponding to the upper operating port 25 has detected the entry of a game ball. If the MPU 42 determines in step S201 that a game ball has entered the upper operating port 25, in step S202, it grasps the number of reserved balls stored in the first result display unit's reserved area Ra and sets that number as the first starting reserved ball storage number RaN in a predetermined storage area in the first result display unit's reserved area Ra. After that, the MPU 42 executes the processing from step S205 onwards.
[0104] In response to this, if the MPU42 determines in step S201 that no game ball has entered the upper operating port 25, in step S203 it determines whether or not the detection sensor 303 corresponding to the lower operating port 26 has detected the entry of a game ball, thereby determining whether or not a game ball has entered the lower operating port 26 (start entry). If the MPU42 determines in step S203 that no game ball has entered the lower opening 26, it terminates the entry process for the opening. If the MPU42 determines in step S203 that a game ball has entered the lower opening 26, in step S204 it grasps the number of reserved balls stored in the second result display unit's reserved area Rb and sets that number as the second start reserved ball storage number RbN in a predetermined storage area in the second result display unit's reserved area Rb. After that, the MPU42 executes the processes from step S205 onward.
[0105] After executing the process in step S202 or step S204, the MPU42 determines in step S205 whether the number of startup hold memories N (RaN or RbN) set in step S202 or step S204 is less than the upper limit (4 in this reference embodiment). If the MPU42 determines in step S205 that the number of start-reserved memory units N is not less than the upper limit, it terminates the prize entry process for the activation slot. Also, if the MPU42 determines in step S205 that the number of start-reserved memory units N is less than the upper limit, it updates the value of the number of start-reserved memory units N by adding 1 in step S206.
[0106] In step S207, the MPU42 stores the set of values for the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, which were updated in step S103 of the timer interrupt processing, as hold information in the first available storage area of the hold area for the result display unit, i.e., the storage area corresponding to the number of start hold memories N updated in step S206.
[0107] For example, if the MPU42 sets the first start-up hold memory count RaN in step S202, it stores the set of values for the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which were updated in step S103 of the timer interrupt processing, as hold information in the first available memory area of the hold area Ra for the first result display unit, i.e., the memory area corresponding to the first start-up hold memory count RaN updated in step S206. For example, if the MPU42 sets the first start-up hold memory count RaN to "3" in step S202, it stores the hold information in the fourth area Ra4, which is the memory area corresponding to the first start-up hold memory count RaN of "4" updated in step S206.
[0108] Furthermore, for example, if the second start-up hold memory count RbN is set in step S204, the MPU42 stores the set of values for the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which were updated in step S103 of the timer interrupt processing, as hold information in the first available memory area of the hold area Rb for the second result display unit, i.e., the memory area corresponding to the second start-up hold memory count RbN updated in step S206. For example, if the second start-up hold memory count RbN is set to "3" in step S204, the MPU42 stores the hold information in the fourth area Rb4, which is the memory area corresponding to the second start-up hold memory count RbN updated to "4" in step S206.
[0109] In step S208, if the first start hold memory count RaN was set in step S202, the MPU 42 sets a first hold generation command to recognize that hold information has been stored in the memory area of the first result display unit hold area Ra, and transmits this set first hold generation command to the sound light emission control device 5. After that, the MPU 42 finishes the prize entry process for the operation opening. This first hold generation command includes information to allow the voice and light emission control device 5 to recognize that hold information has been stored in the memory area of the first result display unit's hold area Ra based on the entry of a game ball into the upper operation opening 25. The first hold generation command also includes information related to the current support mode. Furthermore, the audio and light emission control device 5, based on the first hold generation command transmitted from the MPU 42, lights up the first hold lamp unit 371 and performs predetermined processing. This processing will be explained in detail later. Also, as mentioned above, the maximum number of game balls that have entered the upper operating opening 25 is 4, and the first hold lamp unit 371 lights up in a number corresponding to this number of held balls.
[0110] Furthermore, the first pending command includes information related to the result of the lottery for a big win (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Here, the MPU 42 performs a lottery for the occurrence of a jackpot (win / loss lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 of the ROM 43 (see Figure 105), and determines the result of the win / loss lottery (win / loss result). Furthermore, the MPU 42 performs a lottery to determine whether or not to generate a reach display (reach occurrence lottery) based on the value of the reach random number counter C3 stored in the reserved ball storage area 442 and the reach table stored in the reach table storage area 433 of the ROM 43 (see Figure 105), and determines the result of the reach occurrence lottery.
[0111] Furthermore, in step S208, if the second start hold memory count RbN was set in step S204, the MPU 42 sets a second hold generation command to recognize that hold information has been stored in the memory area of the second result display unit hold area Rb, and transmits this set second hold generation command to the voice light emission control device 5. After that, the MPU 42 finishes the prize entry process for the activation port. This second hold generation command includes information to allow the voice and light emission control device 5 to recognize that hold information has been stored in the memory area of the second result display unit's hold area Rb based on the entry of a game ball into the lower operation opening 26. The second hold generation command also includes information related to the current support mode. Furthermore, the audio and light emission control device 5, based on the second hold generation command transmitted from the MPU 42, lights up the second hold lamp unit 372 and performs predetermined processing. This processing will be explained in detail later. Also, as mentioned above, the maximum number of game balls that have entered the lower operation opening 26 is 4, and the second hold lamp unit 372 lights up in a number corresponding to this number of held balls.
[0112] Furthermore, the second hold generation command includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach generation lottery). Here, the MPU 42 performs a lottery for the occurrence of a jackpot (win / loss lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 of the ROM 43 (see Figure 105), and determines the result of the win / loss lottery (win / loss result). Furthermore, the MPU 42 performs a lottery to determine whether or not to generate a reach display (reach occurrence lottery) based on the value of the reach random number counter C3 stored in the reserved ball storage area 442 and the reach table stored in the reach table storage area 433 of the ROM 43 (see Figure 105), and determines the result of the reach occurrence lottery.
[0113] <Normal processing> Figure 10 is a flowchart showing the normal processing steps. After the MPU42 starts up upon power-on and executes the main process described below, it executes the normal process, which is the main process for advancing the game. In this normal process, the MPU42 executes steps S301 to S314 as shown in Figure 10. Specifically, the MPU42 periodically executes steps S301 to S309 at 4 msec intervals, and if there is remaining time, it repeatedly executes steps S308 to S311, and executes steps S312 onwards according to the result of the determination in step S308.
[0114] In step S301, the MPU 42 performs timer interrupt processing, prize entry processing for the activation slot, or external output processing to send commands set in the previous normal processing to each control device on the sub-side. In this external output processing, for example, the MPU 42 determines whether a prize ball command is set, and if it determines that a prize ball command is set, it sends that prize ball command to the payout control device 46. Also, for example, the MPU 42 determines whether a command for effects, such as a command corresponding to the effects for the game round or a command corresponding to the effects for the opening and closing execution mode, is set, and if it determines that a command for effects is set, it sends that command for effects to the sound and light emission control device 5.
[0115] In step S302, the MPU42 updates the variation type counter CS. Specifically, as described above, the MPU42 updates the variation type counter CS by adding 1 to its previous value and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM44. If the maximum value of the variation type counter CS has been reached when adding 1 to its previous value, the MPU42 resets the value of the variation type counter CS to 0 and clears it.
[0116] In step S303, the MPU 42 executes game round control processing to advance the game rounds. In the game round control processing, the MPU 42 performs a win / loss lottery and a distribution lottery, as well as determining information related to the symbols to be ultimately displayed on the symbol display device 36 and the main display unit 34. In Step S304, the MPU42 executes a game state transition process to change the game state. In the game state transition process, the MPU42 executes a transition process for each game state, such as the open / close execution mode, high probability mode, and high frequency support mode. The game turn control process in step S303 and the game state transition process in step S304 will be explained in detail later.
[0117] In step S305, the MPU42 executes a demo display execution determination process. In this demo display execution determination process, the MPU42 determines whether a predetermined waiting period for starting a demo (for example, 30 seconds) has elapsed since the end of a game round without a new game round being started. If it determines that the waiting period has elapsed, it sets a demo command to start the demo display. In step S301 of the normal processing, the MPU42 transmits the demo command set in step S305 to the sound and light emission control device 5. The audio light emission control device 5 starts the demo display execution process based on the demo command transmitted from the MPU 42.
[0118] Here, the MPU42 determines whether the start waiting period has elapsed by counting the number of times the process in step S305 has been executed. For example, if the start waiting period is 30 seconds and the interval at which the process in step S305 is repeatedly executed is 4 msec, the MPU42 counts the number of times the process in step S305 has been executed and determines that the start waiting period has elapsed when it reaches 7500 times. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Also, if a new game round is started while the MPU42 is counting the number of times the process in step S305 has been executed, the count value is reset.
[0119] In step S306, the MPU 42 performs electric support processing to control the drive of the electric mechanism 261 provided in the lower operating port 26. In this electric support processing, the MPU 42 performs an electric mechanism opening lottery based on the value of the electric mechanism opening counter C4 stored in the electric mechanism holding area 443 of the RAM 44, and if it wins the electric mechanism opening lottery, it performs the opening and closing process of the electric mechanism 261. The MPU 42 also performs display control of the mechanism display unit 35 to display the result of the electric mechanism opening lottery.
[0120] In step S307, the MPU 42 executes a game ball launch control process. In this game ball launch control process, the MPU 42 causes the power supply / launch control device 47 to launch a game ball based on the player's rotation of the launch handle 16. Specifically, the power supply / launch control device 47 causes the game ball launch mechanism 49 to launch a game ball by exciting the solenoid of the game ball launch mechanism 49 at a predetermined period (0.6 sec in this reference embodiment). The solenoid is excited to launch the game ball with a launch intensity corresponding to the amount of rotation of the launch handle 16. Furthermore, when predetermined launch conditions are met, the power supply / launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 and launches the game ball.
[0121] In step S308, the MPU 42 determines whether a power outage flag is set in the power outage flag storage area (not shown) of the RAM 44. This power outage flag is set in the RAM 44 when a power outage signal is input from the power outage monitoring board 45 to the NMI terminal of the MPU 42. The power outage monitoring board 45 outputs this power outage signal when it confirms that a power outage has occurred. This power outage flag is cleared when the next main process is executed.
[0122] Here, the pachinko machine 1 sets various flags by assigning 1 to a predetermined area such as RAM 44, and clears various flags by assigning 0 to it. For example, the pachinko machine 1 sets the power outage flag by assigning 1 to the power outage flag storage area of RAM 44, and clears the power outage flag by assigning 0 to the power outage flag storage area of RAM 44.
[0123] If the MPU42 determines in step S308 that the power outage flag is set, it will execute the power outage processing from step S312 onwards without executing the processing from step S309 onwards. Specifically, in step S312, the MPU42 prohibits the generation of timer interrupt processing. In step S313, the MPU42 calculates and saves the RAM judgment value (checksum of RAM44). In step S314, the MPU42 prohibits access to RAM44. After that, the MPU42 continues in an infinite loop until the power is completely cut off and processing can no longer be executed.
[0124] In response to this, if the MPU42 determines in step S308 that the power outage flag is not set, in step S309 it determines whether it is time to execute the next normal process, that is, whether a predetermined time (4 msec in this reference form) has elapsed since the start of the current normal process. If the MPU42 determines in step S309 that it has not yet reached the time to execute the next normal process, i.e., if there is remaining time, it updates the random number initial value counter CINI in step S310 and updates the variation type counter CS in step S311. The MPU42 repeatedly executes steps S308 to S311 until it determines in step S309 that it has reached the time to execute the next normal process.
[0125] In response, if the MPU42 determines in step S309 that it is time to execute the next normal process, that is, if no remaining time has been generated, it will execute step S301 again to start the next normal process.
[0126] <Main Processing> Figure 11 is a flowchart showing the main processing steps. In the main processing, the MPU42 executes steps S401 to S412 as shown in Figure 11. In step S401, the MPU42 performs a startup process upon power-on. During this startup process, the MPU42 waits for a predetermined time (for example, about 500 msec) after power-on in order to wait for the sub-control board (such as the control board of the sound and light emission control device 5) to become operational.
[0127] In step S402, the MPU42 determines whether the permission prohibition period of 1 second has elapsed. If the MPU42 determines in step S402 that 1 second has not elapsed, it repeats the process in step S402. If the MPU42 determines in step S402 that 1 second has elapsed, it executes the processes from step S403 onwards.
[0128] Here, the MPU42 determines whether 1 second has elapsed by counting the number of times the process in step S402 has been executed. For example, if the interval between repeated executions of the process in step S402 is 0.1 msec, the MPU42 counts the number of times the process in step S402 has been executed and determines that 1 second has elapsed when it reaches 10,000 times. Note that the configuration for measuring the permission / denial period is arbitrary, and for example, the permission / denial period may be measured using a real-time clock.
[0129] In step S403, MPU42 is granted access to RAM44. In step S404, the MPU 42 determines whether the RAM erase switch (not shown) provided on the power supply / launch control device 47 is turned on. If the MPU42 determines in step S404 that the RAM erase switch is turned on, it executes the processes from step S409 onwards. In response to this, if the MPU42 determines in step S404 that the RAM erase switch is not turned on, in step S405 it determines whether or not a power outage flag is set in the power outage flag storage area of RAM44.
[0130] Then, if the MPU42 determines in step S405 that the power outage flag is not set, it executes the processing from step S409 onwards. In response to this, if the MPU42 determines in step S405 that the power outage flag is set, it calculates the RAM determination value in step S406. In step S407, the MPU42 verifies the validity of the data stored in RAM44 by determining whether the RAM judgment value calculated in step S406 is normal or not. Specifically, the MPU42 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (power outage processing) of normal processing. If they match, the MPU42 determines that the RAM judgment value is normal; if they do not match, the MPU42 determines that the RAM judgment value is abnormal.
[0131] Then, if the MPU42 determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. In response to this, if the MPU42 determines in step S407 that the RAM judgment value is normal, in step S408 it clears the power outage flag stored in the power outage flag storage area of RAM44.
[0132] Furthermore, the validity of the data stored in RAM44 may be determined by a method other than the method for checking the consistency of the RAM judgment value. For example, the validity of the data stored in RAM44 may be confirmed by writing a keyword to a predetermined area of RAM44 during power outage processing, and then determining in the main processing whether or not this keyword has been written correctly.
[0133] As mentioned above, if the MPU42 determines in step S404 that the RAM erase switch is on, if it determines in step S405 that the power outage flag is not set, or if it determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. Specifically, in step S409, the MPU42 clears the working area of RAM44, and in step S410, it initializes RAM44.
[0134] Therefore, for example, the manager of the amusement arcade can initialize the data stored in RAM 44 by pressing the RAM erase switch while turning on the power to the pachinko machine 1 at the start of the amusement arcade's business hours. In addition, the pachinko machine 1 initializes the data stored in RAM 44 if the power outage monitoring board 45 does not detect a power outage or if the RAM judgment value is abnormal.
[0135] After executing the process in step S408 or step S410, the MPU42 sends an initial command to the sub-control board (such as the control board of the audio light emission control device 5) in step S411, and in step S412, it allows the occurrence of a timer interrupt and proceeds to the normal process described above. Furthermore, upon receiving the initial command transmitted in step S411, the sub-control board recognizes that communication with the main control board 41 is functioning correctly and performs its own initialization.
[0136] <Game turn control processing> Figure 12 is a flowchart showing the game round control process. In the game round control process, the MPU42 executes steps S501 to S509 as shown in Figure 12. In step S501, the MPU 42 determines whether or not it is in opening / closing execution mode. If the MPU 42 determines in step S501 that it is in opening / closing execution mode, it terminates the game round control process without executing the processes from step S502 onwards. Therefore, if it determines that it is in opening / closing execution mode, the MPU 42 does not start the game rounds regardless of whether or not it has detected the entry of game balls into each of the operating openings 25 and 26. The MPU42 determines whether or not it is in open / close execution mode by referring to the open / close execution mode flag stored in RAM44. The same applies to each of the following processes. The MPU42 sets the open / close execution mode flag when transitioning to open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.
[0137] In response to this, if the MPU 42 determines in step S501 that it is not in opening / closing execution mode, then in step S502 it determines whether the main display unit 34 is displaying a variable display, that is, whether a game round is in progress. If the MPU42 determines in step S502 that the main display unit 34 is not currently displaying a variable, it executes the game start processing in steps S503 to S505. In response, if the MPU42 determines in step S502 that the main display unit 34 is in the process of displaying a variable, it executes the game round progression processing in steps S506 to S509.
[0138] First, let's explain the processing for starting a game round in steps S503 to S505. In step S503, the MPU42 checks the number of reserved items stored in the first result display unit's reserved area Ra and the number of reserved items stored in the second result display unit's reserved area Rb, and determines whether the sum of these reserved items, CRN, is "0" or less. If the MPU42 determines in step S503 that the sum CRN is "0" or less, it terminates the game round control process.
[0139] In response, if the MPU 42 determines in step S503 that the total number CRN is not "0" or less, in step S504 it executes a data setting process to set the reserved information stored in the first result display unit's reserved area Ra or the second result display unit's reserved area Rb for use in the game rounds. After that, in step S505 the MPU 42 executes a variation start process to start the variation display on the main display unit 34 and the symbol display device 36 and use up the game rounds, and then terminates the game round control process. The data setting process in step S504 and the variation start process in step S505 will be described in detail below.
[0140] Figure 13 is a flowchart showing the data setting process. In the data setting process, the MPU42 executes steps S601 to S611 as shown in Figure 13. In step S601, the MPU42 determines whether the second start hold memory count RbN of the second result display unit's hold area Rb, which was set in step S204 of the prize entry processing for the activation port, is "0" or less. If the MPU42 determines in step S601 that the second start hold memory count RbN is "0" or less, it executes the data setting process for the first result display unit in steps S602 to S606. If the MPU42 determines in step S601 that the second start hold memory count RbN is not "0" or less, it executes the data setting process for the second result display unit in steps S607 to S611.
[0141] Thus, the data setting process includes a data setting process for the first result display unit, which sets the reserved information stored in the first result display unit's reserved area Ra for use in the game rounds, and a data setting process for the second result display unit, which sets the reserved information stored in the second result display unit's reserved area Rb for use in the game rounds. Then, if the MPU42 determines in step S601 that the second start hold memory count RbN is not "0" or less, it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, if the MPU42 determines that there is hold information stored in the hold area Rb for the second result display unit based on the entry of a game ball into the lower operation port 26, it prioritizes setting the hold information stored in the hold area Rb for the second result display unit for use in the game rounds, regardless of whether or not there is hold information stored in the hold area Ra for the first result display unit based on the entry of a game ball into the upper operation port 25.
[0142] First, the data setting process for the first result display unit in steps S602 to S606 will be explained. In step S602, the MPU42 updates the value of the first start hold memory count RaN of the hold area Ra for the first result display unit by subtracting 1. In step S603, the MPU42 moves the pending information stored in the first area Ra1 of the pending area Ra for the first result display unit to the execution area AE. In step S604, the MPU42 executes a data shift process to shift the reserved information stored in the storage area of the first result display unit's reserved area Ra. This data shift process sequentially shifts the reserved information stored in each area Ra1 to Ra4 towards the first area Ra1. Specifically, the MPU42 shifts the reserved information in the second area Ra2 to the first area Ra1, the reserved information in the third area Ra3 to the second area Ra2, and the reserved information in the fourth area Ra4 to the third area Ra3.
[0143] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is used to identify which of the two main display units 34, the first result display unit 341 or the second result display unit 342, is set to display a variable result when a game round is completed. In step S605, the MPU 42 clears the second result display unit flag, indicating that when a game round is completed, the first result display unit 341 will start displaying a variable result based on the entry of a game ball into the upper operating opening 25.
[0144] In step S606, the MPU 42 sets a first shift command to indicate that a shift of the held information has been performed. After that, the MPU 42 terminates the data setting process. In step S301 of the normal processing, the MPU 42 transmits the first shift command set in step S606 to the voice and light emission control device 5. This first shift command includes information to indicate to the voice and light emission control device 5 that a shift of the held information has been performed on the held information stored in the first result display unit's held area Ra based on the entry of a game ball into the upper operation opening 25. Furthermore, the audio and light emission control device 5 changes the lighting state of the first reserve lamp unit 371 and performs predetermined processing based on the first shift command transmitted from the MPU 42. This processing will be explained in detail later. Specifically, the audio and light emission control device 5 reduces the number of lit lamps in the first reserve lamp unit 371 as the number of reserved game balls that have entered the upper operating opening 25 decreases.
[0145] Next, the data setting process for the second result display unit in steps S607 to S611 will be described. In step S607, the MPU42 updates the value of the second start hold memory count RbN in the hold area Rb for the second result display unit by subtracting 1. In step S608, the MPU42 moves the pending information stored in the second area Rb1 of the second result display area Rb to the execution area AE. In step S609, the MPU 42 performs a data shift operation to shift the reserved information stored in the storage area Rb for the second result display unit. This data shift operation sequentially shifts the reserved information stored in each area Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 42 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3.
[0146] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In step S610, since the MPU 42 has set the second result display unit flag, it indicates that when a game round is completed, the second result display unit 342 will start displaying a change based on the entry of a game ball into the lower operating opening 26.
[0147] In step S611, the MPU 42 sets a second shift command to indicate that a shift of the held information has been performed. After that, the MPU 42 terminates the data setting process. In step S301 of the normal processing, the MPU 42 transmits the second shift command set in step S611 to the voice and light emission control device 5. This second shift command includes information to indicate to the voice and light emission control device 5 that a shift of the held information has been performed targeting the held information stored in the second result display unit's held area Rb based on the entry of a game ball into the lower operation opening 26. Furthermore, the sound and light emission control device 5 changes the lighting state of the second reserve lamp unit 372 and performs predetermined processing based on the second shift command transmitted from the MPU 42. This processing will be explained in detail later. Specifically, the sound and light emission control device 5 reduces the number of lit lamps in the second reserve lamp unit 372 as the number of reserved game balls that have entered the lower operating opening 26 decreases.
[0148] Figure 14 is a flowchart showing the process for initiating the change. In the variation initiation process, the MPU42 executes steps S701 to S718, as shown in Figure 14. In step S701, the MPU42 determines whether the win / loss lottery mode is in high probability mode or not. If the MPU42 determines in step S701 that the win / loss lottery mode is not the high probability mode, in step S702 it reads the win / loss table for the low probability mode (see Figure 6(a)) from the win / loss table storage area 431 of the ROM43. If the MPU42 determines in step S701 that the win / loss lottery mode is the high probability mode, in step S703 it reads the win / loss table for the high probability mode (see Figure 6(b)) from the win / loss table storage area 431 of the ROM43.
[0149] After executing the process in step S702 or step S703, the MPU42 executes a win / failure determination process in step S704. In this win / failure determination process, the MPU42 determines the result of the win / failure lottery (win / failure result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / failure table read in step S702 or step S703. As mentioned above, the win / failure result is one of "jackpot win," "special loss result," or "normal loss result," and this is the same whether the win / failure lottery mode is low probability mode or high probability mode.
[0150] In step S705, the MPU42 determines whether the result determined in step S704 is a "jackpot win". If the MPU42 determines in step S705 that the result is a "jackpot win", it executes the processes from step S706 onwards. If the MPU42 determines in step S705 that the result is not a "jackpot win", it executes the processes from step S712 onwards.
[0151] First, we will explain the processing that occurs when the MPU42 determines in step S705 that the result is a "jackpot win" (processing from step S706 onwards). In step S706, the MPU42 determines whether or not the second result display flag is set in the RAM44.
[0152] If the MPU42 determines in step S706 that the second result display unit flag is not set in the RAM44, it indicates that it will start displaying a change in the first result display unit 341 based on the entry of a game ball into the upper operating opening 25. Therefore, in step S707, it reads the first distribution table (see Figure 7(a)) from the distribution table storage area 432 of the ROM43. In response to this, if the MPU 42 determines in step S706 that the second result display unit flag is set in the RAM 44, it indicates that it will start displaying a change in the second result display unit 342 based on the entry of a game ball into the lower operating opening 26. Therefore, in step S708, it reads the second distribution table (see Figure 7(b)) from the distribution table storage area 432 of the ROM 43.
[0153] After executing the process in step S707 or step S708, the MPU42 executes the distribution determination process in step S709. In this distribution determination process, the MPU42 determines the result of the distribution lottery (distribution result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the distribution table read in step S707 or step S708.
[0154] In step S710, the MPU 42 executes a stop result setting process for jackpot results. In this jackpot result setting process, the MPU 42 determines information relating to the symbols to be ultimately displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34, according to the distribution result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines information relating to the symbols to be ultimately displayed on the main display unit 34 by comparing the distribution result determined in step S709 with a jackpot result stop result table pre-stored in the ROM 43. This jackpot result stop result table specifies that the patterns of symbols to be displayed on the main display unit 34 differ depending on the distribution result.
[0155] In step S711, the MPU42 sets a flag in the RAM44 corresponding to the distribution result determined in step S709. Specifically, if the MPU42 determines that the distribution result is a "low probability result", it sets a low probability result flag; if it determines that it is an "unspecified low-round high probability result", it sets an unspecified low-round high probability result flag; if it determines that it is an "explicit low-round high probability result", it sets an explicit low-round high probability result flag; and if it determines that it is a "most advantageous result", it sets a most advantageous result flag. After that, the MPU42 executes the processing from step S716 onward. In each of the following processes, the MPU42 determines the distribution result by referring to these flags.
[0156] Next, we will explain the processing that occurs when the MPU42 determines in step S705 that the result is not a "jackpot win" (processing from step S712 onwards). In step S712, the MPU42 determines whether the result determined in step S704 is a "specially incorrect result". If the MPU42 determines in step S712 that the result is an "exceptional result", it executes the processing from step S713 onwards. If the MPU42 determines in step S712 that the result is not an "exceptional result", it executes the processing from step S715 onwards.
[0157] In step S713, the MPU 42 executes a stop result setting process for special miss results. In this stop result setting process for special miss results, the MPU 42 determines information relating to the symbols to be ultimately displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information relating to the symbols to be ultimately displayed on the main display unit 34 by referring to a stop result table for special miss results that is pre-stored in the ROM 43. The patterns of symbols set in this stop result table for special miss results are different from the patterns of symbols set in the stop result table for jackpot results. In step S714, the MPU42 sets a special error flag in RAM44. In each of the following processes, the MPU42 refers to this special outlier flag to determine whether the result is a "special outlier result".
[0158] In response to this, in step S715, the MPU 42 executes a stop result setting process for normal misses. In this stop result setting process for normal misses, the MPU 42 determines information relating to the symbols to be ultimately displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information relating to the symbols to be ultimately displayed on the main display unit 34 by referring to a stop result table for normal misses that is pre-stored in the ROM 43. The patterns of symbols set in this stop result table for normal misses are different from the patterns of symbols set in the stop result table for jackpots and the stop result table for special misses.
[0159] After performing any of the processes in steps S711, S714, and S715, the MPU42 performs the process of setting the display duration (display period) in step S716. In the process of setting the display duration, the MPU42 retrieves the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer of RAM44.
[0160] Also, in the display duration setting process, the MPU 42 determines whether a reach display occurs on the symbol display device 36. Specifically, when the distribution result determined in step S709 is a "low probability result" or a "most favorable result", and when the pass / fail result determined in step S704 is a "normal miss result" and the reach draw lottery is won, the MPU 42 determines that a reach display occurs. As described above, the MPU 42 executes the reach draw lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the hold ball storage area 442.
[0161] When the MPU 42 determines that a reach display occurs, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the reach occurrence display duration table stored in the reach table storage area 433 of the ROM 43, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44. On the other hand, when the MPU 42 determines that a reach display does not occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the reach non-occurrence display duration table stored in the reach table storage area 433 of the ROM 43, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44.
[0162] Specifically, the display duration table for non-reach occurrence is set such that the display duration becomes shorter as the number of pending items increases. Therefore, the display duration when digesting the pending information related to the upper operation port 25 is set to become shorter as the number of pending items related to the upper operation port 25 increases. And the display duration when digesting the pending information related to the lower operation port 26 is set to become shorter as the number of pending items related to the lower operation port 26 increases. Also, the display duration table for non-reach occurrence is set to shorten the display duration when the support mode is the high-frequency support mode compared to when it is the low-frequency support mode. In other words, if the number of pending items is the same, the display duration in the case of the high-frequency support mode is shorter than that in the case of the low-frequency support mode. Furthermore, the display duration determined by referring to the display duration table for reach occurrence is different from the display duration determined by referring to the display duration table for non-reach occurrence.
[0163] Note that the display duration table for non-reach occurrence may be set in a relationship opposite to the above-described relationship, such as the display duration becoming longer as the number of pending items increases, or it may be configured not to vary according to the number of pending items and the support mode. Also, a display duration table may be set individually for each of the approval result and the allocation result.
[0164] In step S717, the MPU 42 sets the variable command and the type command. In step S301 of the normal process, the MPU 42 transmits the variable command and the type command set in step S717 to the audio-visual control device 5. Note that the audio-visual control device 5 executes a predetermined process based on the variable command and the type command transmitted from the MPU 42. This process will be described in detail later.
[0165] The variable command includes information related to the display duration. Also, the variable command does not include information on whether reach display occurs. As mentioned above, the display duration determined by referring to the display duration table for when a reach occurs is different from the display duration determined by referring to the display duration table for when a reach does not occur. Therefore, even if information on whether or not a reach indicator will occur is not included in the variable command, it is possible for the sub-controller, the audio and light emission control device 5, to determine whether or not a reach indicator will occur based on information related to the display duration. In this sense, it can be said that the variable command indirectly includes information on whether or not a reach indicator will occur. However, the variable command may also directly include information on whether or not a reach indicator will occur.
[0166] The type command contains information related to the win / loss result. In other words, the type command contains information related to the win / loss result, specifically information related to "Big Win," "Special Loss," and "Normal Loss." The type command also contains information related to the distribution result. In other words, the type command contains information related to the distribution result, specifically information related to "Low Probability Result," "Unspecified Low-Round High Probability Result," "Explicit Low-Round High Probability Result," and "Most Advantageous Result." In the following explanation, the terms "win / loss result" and "distribution result" will be collectively referred to as "game result." In other words, the type command contains information related to the game result.
[0167] In step S718, the MPU 42 determines whether the second result display unit flag is set in the RAM 44, and based on the result of that determination, it starts the variable display on the main display unit 34. After that, the MPU 42 terminates the variable start process. Specifically, if the MPU42 determines that the second result display unit flag is not set in the RAM44, it indicates that when a game round is completed, it will start displaying a variable result on the first result display unit 341 based on the entry of a game ball into the upper operating opening 25, and therefore starts displaying a variable result on the first result display unit 341. In response to this, if the MPU42 determines that the second result display unit flag is set in the RAM44, it indicates that when a game round is completed, it will start displaying a variable result on the second result display unit 342 based on the entry of a game ball into the lower operating opening 26, and therefore starts displaying a variable result on the second result display unit 342.
[0168] Returning to the explanation of the game round control process, we will now describe the game round progression process in steps S506 to S509 with reference to Figure 12. In step S502, the MPU42 determines whether the main display unit 34 is in the process of displaying a variable display. If it determines that the main display unit 34 is in the process of displaying a variable display, it executes the game round progression processing in steps S506 to S509.
[0169] In step S506, the MPU42 determines whether the display duration set in step S716 of the variation start process has elapsed. Specifically, the MPU42 determines whether the value set in the display duration counter in RAM44 has become "0" or less. Note that the value of this display duration counter is updated by subtracting 1 from the previous value each time the timer interrupt process is executed.
[0170] If the MPU42 determines in step S506 that the display duration has not elapsed, it executes a variable display process in step S507. In this variable display process, the MPU42 updates the display of the main display unit 34 during the variable display. After that, the MPU42 terminates the game round control process.
[0171] In response, if the MPU 42 determines in step S506 that the display duration has elapsed, it executes a variation termination process in step S508. In this variation termination process, the MPU 42 identifies the information stored in the RAM 44 (information relating to the symbol to be finally stopped and displayed on the main display unit 34) in one of the processes of steps S710, S713, or S715 of the variation start process executed when the variation display was started on the main display unit 34. Then, at the end of the game round, the MPU 42 executes display control of the main display unit 34 to display the symbol corresponding to this identified information on the main display unit 34 that is currently displaying the variation.
[0172] Here, the image that is ultimately displayed on the main display unit 34 differs depending on the type of game result. Therefore, the manager of the amusement arcade can check the game result by visually inspecting the main display unit 34 at the end of each game round. This allows the manager to easily check, for example, whether or not fraudulent activity is being carried out to make the pachinko machine 1 behave in the same way as when a jackpot is won in the lottery. Furthermore, the main display unit 34 has a smaller display area compared to the display screen G of the symbol display device 36, and the symbols displayed on the main display unit 34 are more difficult for the player to recognize compared to the symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 36. Therefore, at the end of a game, the player will determine whether or not they have won a jackpot by checking the display screen G of the symbol display device 36 rather than the main display unit 34, thus increasing their attention to the display screen G.
[0173] In step S509, the MPU42 sets a variation termination command. In step S301 of the normal processing, the MPU42 sends the variation termination command set in step S509 to the audio light emission control device 5. After that, the MPU42 terminates the game round control processing. The sound and light emission control device 5 executes a process to terminate the game's animation based on the variation termination command transmitted from the MPU 42. However, the sound and light emission control device 5 may be configured to terminate the game's animation independently without needing to receive the variation termination command.
[0174] <Game state transition process> Figure 15 is a flowchart showing the game state transition process. In the game state transition process, the MPU42 executes steps S801 to S814 as shown in Figure 15. In step S801, the MPU42 determines whether or not it is in open / close execution mode. If the MPU42 determines in step S801 that it is not in open / close execution mode, it will execute the processing from step S802 onwards. In response, if the MPU42 determines in step S801 that it is in the opening / closing execution mode, it executes the processing from step S811 onwards.
[0175] First, we will explain the processing that occurs when the MPU42 determines in step S801 that it is not in open / close execution mode (processing from step S802 onwards). In step S802, the MPU 42 determines whether the fluctuation display on the main display unit 34 has finished. If the MPU 42 determines in step S802 that the fluctuation display on the main display unit 34 has not finished, it terminates the game state transition process. In response, if the MPU 42 determines in step S802 that the variable display of the main display unit 34 has finished, in step S803 it determines whether the success or failure result corresponds to a transition to the opening / closing execution mode. Specifically, the MPU 42 determines whether the success or failure result is a "jackpot win" or a "special failure."
[0176] When the MPU42 determines in step S803 that the pass / fail result corresponds to the transition to the opening / closing execution mode, it sets the opening / closing execution mode flag in the RAM44 and then executes the processing after step S804. On the other hand, when the MPU42 determines in step S803 that the pass / fail result does not correspond to the transition to the opening / closing execution mode (when the pass / fail result is determined to be a "normal deviation result"), it ends the game state transition process.
[0177] In step S804, the MPU42 determines whether the pass / fail result is a "special deviation result". When the MPU42 determines in step S804 that the pass / fail result is a "special deviation result", in step S805, it sets "2" in the opening / closing counter SOC provided in each counter area 441 of the RAM44. This opening / closing counter SOC is a counter for the MPU42 to specify the total number of times the big winning opening 271 of the variable winning device 27 is opened and closed when transitioning to the opening / closing execution mode.
[0178] On the other hand, when the MPU42 determines in step S804 that the pass / fail result is not a "special deviation result", that is, when the pass / fail result is determined to be a "big win win result", in step S806, it determines whether the allocation result is a few-round high-probability result ("non-explicit few-round high-probability result" or "explicit few-round high-probability result").
[0179] When the MPU42 determines in step S806 that the allocation result is a few-round high-probability result, in step S807, it sets "2" in the round counter RC provided in each counter area 441 of the RAM44. Also, when the MPU42 determines in step S806 that the allocation result is not a few-round high-probability result, that is, when the allocation result is determined to be a "low-probability result" or "most advantageous result", in step S808, it sets "15" in the round counter RC. This round counter RC is a counter for the MPU42 to specify the number of rounds of the round game when transitioning to the opening / closing execution mode.
[0180] Here, the pachinko machine 1 has multiple opening and closing execution modes, each with different termination conditions. Specifically, the pachinko machine 1 has, as opening and closing execution modes, a round number determination mode to which it transitions when the win / loss result is a "jackpot win," and an opening / closing number determination mode to which it transitions when the win / loss result is a "special loss."
[0181] The round count setting mode terminates after a predetermined number of rounds have been played. Here, the number of rounds corresponds to the value set in the round counter RC. The opening / closing count regulation mode terminates when a predetermined total number of openings and closings of the large prize slot 271 have been performed, or when a predetermined number of game balls have entered the large prize slot 271. Here, the total number of openings and closings of the large prize slot 271 corresponds to the value set in the opening / closing counter SOC. This opening / closing count regulation mode does not terminate based on the number of rounds of gameplay performed.
[0182] Furthermore, the pachinko machine 1 opens and closes the large prize slot 271 once per round of play. Also, a round of play continues until one of the following two conditions is met. In other words, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when one of the following two conditions is met. (1) The predetermined maximum duration (maximum duration) has elapsed. (2) The total number of game balls that enter the large prize slot 271 reaches a predetermined maximum number.
[0183] After executing any of the processes in steps S805, S807, and S808, the MPU 42 sets "1000" as the opening waiting time (waiting period) in the timer counter T provided in the various counter areas 441 of the RAM 44 in step S809. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the opening waiting time is 2 seconds. Note that the opening waiting time is not limited to this and can be any value.
[0184] Thus, in step S803, if the MPU42 determines that the result corresponds to a transition to the opening / closing execution mode, it sets the waiting time for opening in the timer counter T, regardless of the type of game result. In other words, the waiting time for opening is the same regardless of the type of game result. Furthermore, the opening waiting time is not limited to this, and may be configured to vary slightly depending on the type of game result, to the extent that it is perceived similarly by the player. Alternatively, the opening waiting time may vary significantly depending on the type of game result, for example, by being significantly different depending on whether the game result is a "low probability result" or a "most advantageous result" compared to any other game result.
[0185] In step S810, the MPU42 sets an opening command. After that, the MPU42 terminates the game state transition process. This opening command contains information about the game result that triggered the transition to the opening / closing execution mode. In step S301 of the normal processing, the MPU42 transmits the opening command set in step S810 to the sound and light emission control device 5. Furthermore, the audio light emission control device 5 recognizes the transition to the opening / closing execution mode based on the opening command transmitted from the MPU 42 and executes predetermined processing. This processing will be described in detail later.
[0186] Next, we will explain the processing that occurs when the MPU42 determines in step S801 that it is in open / close execution mode (processing from step S811 onwards). In step S811, the MPU42 performs the process of opening and closing the main prize slot.
[0187] Figure 16 is a flowchart showing the opening and closing process for the grand prize slot. In the opening and closing process of the grand prize slot, the MPU42 executes steps S901 to S924 as shown in Figure 16. In step S901, the MPU42 determines whether or not the large prize slot 271 is open. If MPU42 determines in step S901 that the main prize slot 271 is not open, it executes the processing from step S902 onwards. In response, if the MPU42 determines in step S901 that the large prize slot 271 is open, it executes the processing from step S906 onwards.
[0188] First, we will explain the process (processing from step S902 onwards) when the MPU42 determines in step S901 that the main prize slot 271 is not open. In step S902, the MPU42 determines whether the value of the open / close counter SOC is "0" or less, and whether the value of the round counter RC is "0" or less. If the MPU42 determines in step S902 that both the value of the opening / closing counter SOC and the value of the round counter RC are "0" or less, it terminates the opening / closing process for the main prize slot.
[0189] In response to this, if the MPU42 determines in step S902 that at least one of the values of the open / close counter SOC and the round counter RC is not less than or equal to "0", then in step S903 it determines whether the value of the timer counter T is less than or equal to "0". If MPU42 determines in step S903 that the value of timer counter T is not "0" or less, it terminates the opening and closing process of the main prize slot.
[0190] In response to this, if the MPU42 determines in step S903 that the value of the timer counter T is "0" or less, it executes the process of opening the big prize slot in step S904. The following describes in detail the process of opening the main prize slot in step S904.
[0191] Figure 17 is a flowchart showing the process for opening the grand prize winning slot. In the process of opening the grand prize slot, the MPU42 executes steps S1001 to S1007 as shown in Figure 17. In step S1001, the MPU42 determines whether the result is a "specially incorrect result".
[0192] If the MPU42 determines in step S1001 that the result is a "special miss," in step S1002, it sets the prize counter PC located in the various counter areas 441 of RAM44 to "8," and in step S1003, it sets the timer counter T to "85." As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt is executed. Therefore, the time set in the timer counter T is 0.17 sec.
[0193] In response to this, if the MPU42 determines in step S1001 that the result is not a "special miss result", then in step S1004, it sets the winning counter PC to "8", and in step S1005, it determines whether the distribution result is a low-round high-probability result ("non-explicit low-round high-probability result" or "explicit low-round high-probability result").
[0194] If the MPU42 determines in step S1005 that the distribution result is a low-round, high-probability result, it sets the timer counter T to "85" in the aforementioned step S1003. In response, if the MPU42 determines in step S1005 that the distribution result is not a low-round high-probability result, it sets the timer counter T to "15000" in step S1006. As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T becomes 30 seconds.
[0195] After executing the process in step S1003 or step S1006, the MPU42 executes the process of opening the main prize opening 271 in step S1007. In this opening process, the MPU42 sets the opening / closing door 272 to the open state by executing drive control of the variable prize drive unit 273. After that, the MPU42 terminates the main prize opening process.
[0196] The value set in the prize counter PC in step S1002 or step S1004 specifies the upper limit of the total number of game balls that can enter the large prize opening 271. In this reference configuration, the MPU 42 sets the same value (8 in this reference configuration) in the prize counter PC when it determines in step S1001 that the result is a "special miss" and when it determines that it is not a "special miss," but it is also possible to set different values in the prize counter PC for each case.
[0197] Furthermore, the value set in the timer counter T in step S1003 or step S1006 defines the maximum duration from the time the opening / closing door 272 is set to the open state until it is set to the closed state again. Therefore, as described above, the MPU 42 sets two different maximum durations by setting the timer counter T to "85" or "15000". Specifically, the MPU 42 sets a long-duration mode (long-term mode) with a maximum duration of 30 seconds, and a short-duration mode (short-term mode) with a maximum duration of 0.17 seconds, which is shorter than that of the long-duration mode.
[0198] Here, as mentioned above, the pachinko machine 1 energizes the solenoid of the game ball launching mechanism 49 at a cycle of 0.6 seconds, thereby launching game balls from the game ball launching mechanism 49. Also, as mentioned above, the MPU 42 sets the maximum total number of game balls that can enter the large prize opening 271 to 8 by setting the prize counter PC to "8". Therefore, the maximum duration of the long-duration mode is sufficiently longer than the product of the maximum total number of game balls that enter the large prize slot 271 and the game ball launch cycle, making it easy to get the maximum of 8 game balls into the large prize slot 271. In contrast, the maximum duration of the short-duration mode is shorter than the product of the maximum total number of game balls that can enter the large prize slot 271 and the game ball launch cycle (more specifically, shorter than the game ball launch cycle), making it difficult to get game balls into the large prize slot 271. However, depending on the timing, it may be possible to get about one game ball into the large prize slot 271.
[0199] Returning to the explanation of the opening and closing process for the grand prize slot, refer to Figure 16 to explain the process from step S905 onwards. After executing the opening process for the main prize slot in step S904, the MPU42 sets an opening command in step S905. Then, in step S301 of the normal process, the MPU42 transmits the opening command set in step S905 to the sound and light emission control device 5. After that, the MPU42 terminates the opening and closing process for the main prize slot. Furthermore, the audio and light emission control device 5 recognizes that the opening door 272 has been set to the open state based on the open command transmitted from the MPU 42, and performs predetermined processing.
[0200] Next, we will explain the process (processing from step S906 onwards) when the MPU42 determines in step S901 that the main prize opening 271 is open. In step S906, the MPU42 determines whether the value of the timer counter T is "0" or less. That is, the MPU42 determines whether the upper limit duration set for the timer counter T in step S1003 or step S1006 of the big prize opening process has elapsed.
[0201] If the MPU42 determines in step S906 that the value of the timer counter T is not "0" or less, it executes the processing from step S907 onwards. In response, if the MPU42 determines in step S906 that the value of the timer counter T is "0" or less, it executes the processing from step S918 onwards.
[0202] First, we will explain the processing that takes place when the MPU42 determines in step S906 that the value of the timer counter T is not less than or equal to "0" (processing from step S907 onwards). In step S907, the MPU42 determines whether or not a prize has been awarded to the main prize slot 271. This determination is made based on the detection result of the detection sensor 304 corresponding to the main prize slot 271.
[0203] If MPU42 determines in step S907 that no prize has been awarded to the grand prize slot 271, it terminates the grand prize slot opening and closing process. In response to this, if the MPU42 determines in step S907 that a prize has been awarded to the grand prize slot 271, it updates the value of the prize counter PC in step S908 by subtracting 1.
[0204] In step S909, the MPU42 determines whether the value of the prize counter PC is "0" or less. If MPU42 determines in step S909 that the value of the prize counter PC is not "0" or less, it terminates the opening and closing process of the main prize slot. In response to this, if the MPU42 determines in step S909 that the value of the prize counter PC is "0" or less, it executes a closing process in step S910. In this closing process, the MPU42 sets the opening / closing door 272 to the closed state by executing drive control of the variable prize drive unit 273.
[0205] In step S911, the MPU42 sets a closing command. In step S301 of the normal processing, the MPU42 transmits the closing command set in step S911 to the audio light emission control device 5. Furthermore, the audio and light emission control device 5 recognizes that the opening / closing door 272 has been set to the closed state based on the closing command transmitted from the MPU 42, and performs predetermined processing.
[0206] In step S912, the MPU42 determines whether the result is a "specially incorrect result". If the MPU42 determines in step S912 that the result is an "exceptional result," it executes the processing described later in step S923 and beyond.
[0207] In response, if the MPU42 determines in step S912 that the result is not a "particularly incorrect result," it executes the processing from step S913 onward. In step S913, the MPU42 updates the value of the round counter RC by subtracting 1.
[0208] In step S914, the MPU42 determines whether the value of the round counter RC is less than or equal to "0". If MPU42 determines in step S914 that the value of the round counter RC is not less than or equal to "0", then in step S915, it sets the value of the timer counter T to "500". After that, MPU42 terminates the opening and closing process of the main prize slot.
[0209] Here, the value set in the timer counter T in step S915 defines the waiting time for opening the door 272 after it has been set to the open state, then to the closed state, and then to the open state again. In this reference configuration, the waiting time for opening is 1 second. This waiting time for opening is the same regardless of the type or progress of the opening / closing execution mode.
[0210] In response, if the MPU42 determines in step S914 that the value of the round counter RC is "0" or less, it executes the processing from step S916 onward. In step S916, the MPU42 sets the timer counter T to "2000" as the waiting time (wait period) for the ending. As mentioned above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt is executed. Therefore, the waiting time for the ending becomes 4 seconds. Note that the waiting time for the ending is not limited to this and can be set arbitrarily.
[0211] The waiting time for the ending sequence is the same regardless of the type of game result, just like the waiting time for the opening sequence. In other words, this waiting time for the ending sequence is the same regardless of the type of opening / closing execution mode. Furthermore, the waiting time for the ending is not limited to this, and may be configured to vary slightly depending on the type of game result, to the extent that the player perceives them as similar. Alternatively, the waiting time for the ending may vary significantly depending on the type of game result, for example, by making it significantly different depending on whether the game result is a "low probability result" or a "most advantageous result" compared to any other game result.
[0212] In step S917, the MPU42 sets the ending command. In step S301 of the normal processing, the MPU42 transmits the ending command set in step S917 to the sound and light emission control device 5. After that, the MPU42 finishes the opening and closing of the grand prize slot. Furthermore, the audio light emission control device 5 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU 42 and executes predetermined processing.
[0213] Next, we will explain the processing that occurs when the MPU42 determines in step S906 that the value of the timer counter T is "0" or less (processing from step S918 onwards). In step S918, the MPU42 executes the closing process, similar to step S910 described above. In step S919, the MPU42 sets a close command, similar to step S911 described above.
[0214] In step S920, the MPU42 determines whether the result is a "specially incorrect result". If the MPU42 determines in step S920 that the result is not a "special loss," that is, if it determines that the result is a "jackpot," it executes the processing from step S921 onwards. In response, if the MPU42 determines in step S920 that the result is an "exceptional result", it executes the processing from step S923 onward.
[0215] First, we will explain the processing (processing from step S921 onwards) when the MPU42 determines in step S920 that the result is not a "specially incorrect result". In step S921, the MPU42 updates the value of the round counter RC by subtracting 1.
[0216] In step S922, the MPU42 determines whether the value of the round counter RC is less than or equal to "0". If the MPU42 determines in step S922 that the value of the round counter RC is not "0" or less, it executes the processing described above from step S915 onwards. In response to this, if the MPU42 determines in step S922 that the value of the round counter RC is "0" or less, it executes the processing described above from S916 onwards.
[0217] Next, we will explain the processing (processing from step S923 onwards) when the MPU42 determines that the result is an "exceptional result" in step S912 or step S920. In step S923, the MPU42 updates the value of the open / close counter SOC by subtracting 1.
[0218] In step S924, the MPU42 determines whether the value of the open / close counter SOC is less than or equal to "0". If the MPU42 determines in step S924 that the value of the open / close counter SOC is not less than or equal to "0", it executes the processing described above from step S915 onwards. In response, if the MPU42 determines in step S924 that the value of the open / close counter SOC is "0" or less, it executes the processing described above from S916 onwards.
[0219] Returning to the explanation of the game state transition process, we will now describe the process from step S812 onwards, referring to Figure 15. After executing the opening and closing process of the grand prize slot in step S811, the MPU42 determines in step S812 whether the value of the opening / closing counter SOC is "0" or less and the value of the round counter RC is "0" or less.
[0220] If the MPU42 determines in step S812 that at least one of the values of the open / close counter SOC and the round counter RC is not "0" or less, it terminates the game state transition process. In response to this, if the MPU42 determines in step S812 that both the value of the switching counter SOC and the value of the round counter RC are "0" or less, then in step S813 it determines whether the value of the timer counter T is "0" or less.
[0221] If the MPU42 determines in step S813 that the value of the timer counter T is not "0" or less, it terminates the game state transition process. In response, if the MPU42 determines in step S813 that the value of the timer counter T is "0" or less, in step S814, it clears the flag stored in RAM44 that is in the open / close execution mode, and then executes the transition process for when the open / close execution mode ends. After that, the MPU42 terminates the game state transition process. The following describes in detail the transition process when the open / close execution mode ends.
[0222] Figure 18 is a flowchart showing the transition process at the end of the open / close execution mode. During the transition process at the end of the opening / closing execution mode, the MPU42 executes steps S1101 to S1112 as shown in Figure 18. In step S1101, the MPU42 determines whether the distribution result is the "most favorable result" or the "high probability result with fewer rounds."
[0223] If the MPU42 determines in step S1101 that the distribution result is either the "most favorable result" or the "high probability result with fewer rounds," it executes the processing from step S1102 onward. In response, if the MPU42 determines in step S1101 that the distribution result is not the "most favorable result" or the "high probability result with fewer rounds," it executes the processing from step S1105 onwards.
[0224] First, we will explain the processing (processing from step S1102 onwards) when the distribution result is determined by the MPU42 to be either the "most favorable result" or the "high probability result with fewer rounds" in step S1101. In step S1102, the MPU42 sets the high-frequency support flag in RAM44. If the high-frequency support flag is already set in RAM44, the MPU42 maintains it. This sets the support mode to high-frequency support mode.
[0225] In step S1103, the MPU42 clears the count limit flag stored in RAM44. In this case, the high-frequency support mode continues at least until a "jackpot" is won in the win / loss lottery, provided that the high-frequency support flag is set in RAM44 and the number of attempts limit flag is not set.
[0226] In step S1104, the MPU42 sets the high probability mode flag in the RAM44. If the high probability mode flag is already set in the RAM44, the MPU42 maintains it. This sets the win / loss lottery mode to high probability mode. This high probability mode continues at least until a "jackpot" is won in the win / loss lottery. After that, the MPU42 terminates the transition process at the end of the open / close execution mode.
[0227] Furthermore, when the transition process ends at the end of the opening / closing execution mode, the MPU42 clears the flags set in the RAM44 according to the distribution result (low probability result flag, unspecified low-round high probability result flag, specified low-round high probability result flag, and most advantageous result flag), as well as the special loss flag. Also, in step S701 of the variation start process described above, the MPU42 determines whether the win / loss lottery mode is in high probability mode by checking whether the high probability mode flag is set in the RAM44.
[0228] Next, we will explain the processing (processing from step S1105 onwards) when the MPU42 determines in step S1101 that the distribution result is not the "most favorable result" or the "high probability result with fewer rounds." In step S1105, the MPU42 determines whether the distribution result is an "unspecified low-round high-probability result".
[0229] If the MPU42 determines in step S1105 that the distribution result is a "non-explicit, low-round, high-probability result," it executes the processing from step S1106 onwards. In response, if the MPU42 determines in step S1105 that the distribution result is not an "unspecified low-round high-probability result," it executes the processing from step S1108 onwards.
[0230] First, we will explain the processing (processing from step S1106 onwards) when the distribution result is determined to be an "unspecified low-round high-probability result" by the MPU42 in step S1105. In step S1106, the MPU42 determines whether or not the high-frequency support flag is set in the RAM44.
[0231] If the MPU42 determines in step S1106 that the high-frequency support flag is set in RAM44, it executes the processes described above from step S1103 onwards. In response to this, if the MPU42 determines in step S1106 that the high-frequency support flag is not set in RAM44, it sets the high-probability mode flag in RAM44 in step S1107. If the high-probability mode flag is already set in RAM44, the MPU42 maintains it. As a result, the MPU42 sets the win / loss lottery mode to high-probability mode. This high-probability mode continues at least until a "jackpot" is won in the win / loss lottery. After that, the MPU42 terminates the transition process at the end of the opening / closing execution mode.
[0232] Next, we will explain the processing (processing from step S1108 onwards) when the MPU42 determines in step S1105 that the distribution result is not an "unspecified low-round high-probability result". In step S1108, the MPU42 determines whether the distribution result is a "low probability result".
[0233] If the MPU42 determines in step S1108 that the distribution result is not a "low probability result" (i.e., if it determines that the success / failure result is a "partially incorrect result"), it terminates the transition process at the end of the opening / closing execution mode. In response, if the MPU42 determines in step S1108 that the distribution result is a "low probability result", it executes the processing from step S1109 onwards.
[0234] In step S1109, the MPU42 clears the high probability mode flag. This causes the MPU42 to set the win / loss lottery mode to low probability mode. This low probability mode continues until at least one "jackpot" is won in the win / loss lottery and the distribution result is anything other than a "low probability result".
[0235] In step S1110, the MPU42 sets the high-frequency support flag in RAM44. If the high-frequency support flag is already set in RAM44, the MPU42 maintains it. This sets the support mode to high-frequency support mode. In step S1111, the MPU 42 sets the value of the game count counter provided in the various counter areas 441 of the RAM 44 to "100". In step S1112, the MPU42 sets the operation limit flag in RAM44. If the operation limit flag is already set in RAM44, the MPU42 maintains it. After that, the MPU42 terminates the transition process at the end of the open / close execution mode.
[0236] In this case, if the high-frequency support flag is set in RAM44 and the play limit flag is set, the high-frequency support mode will continue until 100 play rounds, which is the termination threshold set in the play count counter, have been played. When 100 play rounds have been played, MPU42 clears the high-frequency support flag and the play limit flag. As a result, MPU42 sets the support mode to low-frequency support mode. The MPU42 performs these processes as power supply support processes in step S306 of the normal processing, but a detailed explanation is omitted.
[0237] Thus, if the draw results in a "jackpot" and the distribution result in the distribution draw is either the "most favorable result" or the "high probability result with fewer rounds," the game state will transition to the high probability mode and the high frequency support mode after the end of the opening / closing execution mode (i.e., the round count determination mode), regardless of the current game state. The high probability mode and high frequency support mode will continue until at least the draw results in a "jackpot."
[0238] Furthermore, if the current support mode is high-frequency support mode and the win / loss lottery results in a "jackpot win," and the distribution lottery results in an "unspecified low-round high-probability result," the game state will transition to high-probability mode and high-frequency support mode after the end of the opening / closing execution mode (i.e., the round count determination mode). The high-probability mode and high-frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."
[0239] In contrast, if the current support mode is the low-frequency support mode, and the win / loss lottery results in a "jackpot win," and the distribution lottery results in an "unspecified low-round high-probability result," the game state will transition to the high-probability mode and the low-frequency support mode after the end of the opening / closing execution mode (i.e., the round count determination mode). The high-probability mode and the low-frequency support mode will continue until at least the win / loss lottery results in a "jackpot win."
[0240] Furthermore, if the draw results in a "jackpot" and the distribution result in the distribution draw is a "low probability result," the game state will transition to the low probability mode and the high-frequency support mode after the end of the opening / closing execution mode (i.e., the round count determination mode), regardless of the current game state. The low probability mode will continue until at least one "jackpot" is won in the draw, and the high-frequency support mode will transition to the low-frequency support mode if 100 game rounds are played without a "jackpot" being won in the draw.
[0241] Furthermore, if the draw does not result in a "jackpot," that is, if the draw results in a "special loss" or a "regular loss," the game state will not change.
[0242] <Electrical configuration of the sound and light emission control device> Figure 19 is a block diagram showing the electrical configuration of the sound and light emission control device. As shown in Figure 19, the audio light emission control device 5 comprises an audio light emission control board 51, an MPU 52 mounted on the audio light emission control board 51, and a ROM 53 and RAM 54 that constitute the MPU 52. Here, the MPU 52 is a chip that integrates the ROM 53 and RAM 54, as well as a CPU, interrupt circuit, timer circuit, and data input / output circuit.
[0243] ROM53 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. RAM 54 is a memory for temporarily storing various data when executing the control program stored in ROM 53, and is a volatile storage means that requires an external power supply to maintain the stored information. This RAM 54 has various areas such as a command list storage area 541, various counter areas 542, and a sub-side reserved information storage area 543. These areas will be described in detail later.
[0244] The MPU52 is equipped with input and output ports. As mentioned above, the input port of the MPU52 is connected to the main control unit 4. The input port of the MPU52 is also connected to the push button 142. The output port of the MPU52 is connected to various lamp units 124, 371-373, the speaker unit 125, and the display control unit 6. The MPU 52 controls the operation of various lamp units 124, 371-373 and the speaker unit 125 based on commands transmitted from the main control unit 4 and information input from the push button 142 when operated by the player. Furthermore, the MPU52 analyzes these commands and sends the resulting commands to the display control device 6. The audio light emission control device 5 is electrically connected to the display control device 6 via a connector unit (connection unit) which has connectors on both ends of the signal line.
[0245] Figure 20 shows the contents of the sub-side pending information storage area. As shown in Figure 20, the sub-side hold information storage area 543 comprises a first sub-side hold area SRa, a second sub-side hold area SRb, and an execution area SAE.
[0246] The first sub-side hold area SRa, provided as the first sub-side acquired information storage means, comprises four storage areas: the first area SRa1 to the fourth area SRa4. Each area SRa1 to SRa4 is set to have a storage capacity capable of storing normal hold information for generating normal hold and advance hold information for generating advance hold. The normal hold information for generating normal hold and the advance hold information for generating advance hold will be explained in detail later.
[0247] MPU52 stores regular hold information or pre-announced hold information as sub-hold information in each area SRa1 to SRa4 in chronological order in response to the reception of the first hold generation command. Specifically, when MPU52 receives the first hold generation command transmitted from MPU42, it stores the sub-hold information in chronological order in the following order: first area SRa1 → second area SRa2 → third area SRa3 → fourth area SRa4.
[0248] Thus, the first sub-side hold area SRa has four memory areas, so up to four sub-side hold information items based on the first hold generation command can be held. In addition, the first sub-side hold area SRa has a memory area for writing the number of holds stored in each area SRa1 to SRa4.
[0249] The second sub-side hold area SRb, provided as a second sub-side acquired information storage means, comprises four storage areas: the first area SRb1 to the fourth area SRb4. Each area SRb1 to SRb4 is set to have a storage capacity capable of storing normal hold information for generating normal hold and advance hold information for generating advance hold. The normal hold information for generating normal hold and the advance hold information for generating advance hold will be explained in detail later.
[0250] MPU52 stores normal hold information or pre-announced hold information as sub-hold information in each area SRb1 to SRb4 in chronological order in response to the reception of the second hold generation command. Specifically, when MPU52 receives the second hold generation command transmitted from MPU42, it stores the sub-hold information in chronological order in the following order: first area SRb1 → second area SRb2 → third area SRb3 → fourth area SRb4.
[0251] Thus, the second sub-side hold area SRb has four memory areas, so up to four sub-side hold information items based on the second hold generation command can be held. In addition, the second sub-side hold area SRb has a memory area for writing the number of holds stored in each area SRb1 to SRb4.
[0252] The execution area SAE is an area for moving sub-side hold information stored in the storage area of the first sub-side hold area SRa or the second sub-side hold area SRb when the variable display of the pattern display device 36 is started.
[0253] <Electrical configuration of the display control device> Figure 21 is a block diagram showing the electrical configuration of the display control device. As shown in Figure 21, the display control device 6 comprises a display control board 61, an MPU 62, a program ROM 63 and work RAM 64 constituting the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. Here, the MPU 62 is a chip-integrated element that combines the program ROM 63 and work RAM 64 with a CPU, interrupt circuit, timer circuit, and data input / output circuit. The MPU 62, VDP 65, character ROM 66, and video RAM 67 are mounted on the display control board 61.
[0254] The MPU62 analyzes the commands transmitted from the audio light emission control device 5 and performs predetermined calculations based on these commands to control the VDP65. Specifically, the MPU62 controls the VDP65 by generating commands for the VDP65.
[0255] The program ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The work RAM 64 is a memory for temporarily storing various data when executing the control program stored in the program ROM 63, and is a volatile storage means that requires an external power supply to maintain the stored information.
[0256] VDP65 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the graphic display device 36. Because VDP65 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. Based on the contents of the command generated by MPU62, VDP65 reads image data from character ROM66 and stores this image data in video RAM67.
[0257] The character ROM 66 functions as an image data library for storing character data such as patterns displayed on the pattern display device 36. This character ROM 66 holds bitmap image data of various patterns, as well as a color palette table that is referenced when determining the color to be represented at each dot of the bitmap image. The video RAM 67 is a memory for storing display data to be displayed on the pattern display device 36, and the content displayed on the pattern display device 36 is changed by rewriting the contents of this video RAM 67.
[0258] This video RAM 67 includes a decompression buffer 68 and a frame buffer 69. As described above, the VDP65 reads image data from the character ROM66 based on the contents of the command generated by the MPU62 and stores this image data in the expansion buffer68. The VDP65 also uses (or processes) the image data stored in the expansion buffer68 to create drawing data for one frame in the frame buffer69. Drawing data for one frame refers to the data necessary to display the image at one update timing in a configuration where the image on the display screen G of the pattern display device 36 is updated at predetermined update timings.
[0259] Here, the frame buffer 69 includes multiple frame regions 691 and 692. Specifically, the frame buffer 69 includes a first frame region 691 and a second frame region 692.
[0260] Each frame area 691,692 is set to have a capacity capable of storing drawing data for one frame. Specifically, each frame area 691,692 contains numerous unit areas that correspond to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data to identify which color to display. More specifically, each unit area employs a full-color system, allowing for the setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of 1 byte (8 bits) for each RGB color, and has a total storage capacity of at least 3 bytes.
[0261] When drawing to the graphic display device 36 is being performed using drawing data created in one frame area (e.g., the first frame area 691), the VDP65 creates the next drawing data to be used in the other frame area (e.g., the second frame area 692). In other words, the frame buffer 69 employs a double buffering system.
[0262] Furthermore, the VDP65 generates an image signal corresponding to each dot of the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692, and outputs this image signal to the graphic display device 36. More specifically, the VDP65 transfers the drawing data to the output target frame areas 691 and 692. The VDP65 then adjusts the resolution of this drawing data using a scaler (not shown) to make it compatible with the resolution of the graphic display device 36, and converts it into grayscale data. Then, based on this grayscale data, the VDP65 generates an image signal corresponding to each dot of the display screen G, and outputs this image signal to the graphic display device 36.
[0263] <Regarding the timer interrupt processing executed by the audio and light emission control device> Figure 22 is a flowchart showing the timer interrupt processing performed by the audio light emission control device. The MPU 52 of the sound and light emission control device 5 executes a timer interrupt process to advance the game. In this timer interrupt process, the MPU 52 periodically executes steps S2001 to S2006 (for example, every 2 msec) as shown in Figure 22.
[0264] In step S2001, MPU52 executes command storage processing. In this command storage processing, when MPU52 receives a command from MPU42, it stores that command in RAM54. Specifically, RAM54 has a ring buffer for storing and reading commands sent from MPU42, and MPU52 stores the commands in the ring buffer in the order they were sent from MPU42. MPU52 then reads the commands from the ring buffer in the order they were stored in the ring buffer.
[0265] In step S2002, MPU52 performs a hold decision process based on the command sent from MPU42. In the hold decision process, MPU52 determines whether a hold symbol will appear, whether a hold symbol will be shifted, etc. This hold decision process will be explained in detail later. In step S2003, the MPU52 executes a performance determination process based on commands sent from the MPU42. In this performance determination process, the MPU52 determines the performance for the game round, the performance for the opening / closing execution mode, and so on. This performance determination process will be explained in detail later. In step S2004, the MPU 52 executes the performance execution process based on the contents of the hold decision process in step S2002 and the performance decision process in step S2003. Specifically, in the performance execution process, the MPU 52 performs light emission control of various lamp units 124, 371~373 and performs sound control of the speaker unit 125.
[0266] In step S2005, the MPU 52 executes a demo display execution process based on a demo command sent from the MPU 42. In the demo display execution process, the MPU 52 executes a demo display if a predetermined waiting period for starting a demo (for example, 30 seconds) has elapsed after the end of a game round without a new game round starting. Specifically, in the demo display execution process, the MPU 52 controls the illumination of various lamp units 124 and controls the sound of the speaker unit 125.
[0267] In step S2006, a command transmission process is executed to send the commands set in the hold decision process of step S2002 and the performance decision process of step S2003 to the display control device 6. In this command transmission process, the MPU 52 determines whether it is time to send the various commands stored as a command list in the command list storage area 541 of RAM 54 to the display control device 6. If it determines that it is time to send the various commands to the display control device 6, it sends the commands to the display control device 6. After that, the MPU 52 terminates the timer interrupt process.
[0268] <Regarding the hold decision process executed by the audio and light emission control device> Figure 23 is a flowchart showing the pending decision process. The MPU 52 of the sound and light emission control device 5 performs a hold determination process to generate hold symbols and shift hold symbols. In this hold determination process, the MPU 52 executes steps S2101 to S2104 as shown in Figure 23.
[0269] In step S2101, the MPU 52 determines whether or not it has received a hold command (first hold command or second hold command) sent from the MPU 42. If MPU52 determines in step S2101 that it has not received a pending command, it executes the processing from step S2103 onwards. In response, if the MPU 52 determines in step S2101 that it has received a hold generation command, it executes the hold generation process in step S2102. In this hold generation process, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the content of the hold generation command. This hold generation process will be explained in detail later.
[0270] After executing the process in step S2102, or if it determines in step S2101 that it has not received a pending command, MPU52 executes the processes from step S2103 onwards. In step S2103, the MPU 52 determines whether or not it has received a pending shift command (first shift command or second shift command) sent from the MPU 42. If MPU52 determines in step S2103 that it has not received a hold shift command, it terminates the hold decision process. In response, if the MPU 52 determines in step S2103 that it has received a hold shift command, it executes the hold shift process in step S2104. In this hold shift process, the MPU 52 shifts the sub-side hold information stored in the sub-side hold information storage area 543 based on the content of the hold shift command. This hold shift process will be explained in detail later. After that, the MPU 52 terminates the hold generation process.
[0271] <Holding process> Figure 24 is a flowchart showing the process for handling pending status. In the hold generation process, the MPU 52 executes steps S2201 to S2209 as shown in Figure 24. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the content of the hold generation command.
[0272] In step S2201, MPU52 determines whether or not it has received the first hold command sent from MPU42. If the MPU52 determines in step S2201 that it has received a first hold generation command, in step S2202 it will determine the number of holds stored in the first sub-side hold area SRa and set that number as the first sub-side start hold storage number SRaN in a predetermined storage area in the first sub-side hold area SRa. After that, the MPU52 will execute the processing from step S2204 onwards.
[0273] In response to this, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (or determines that it has received the second hold generation command), in step S2203 it will determine the number of holds stored in the second sub-side hold area SRb and set that number of holds as the second sub-side start hold storage number SRbN in a predetermined storage area in the second sub-side hold area SRb. After that, the MPU 52 will execute the processing from step S2204 onwards.
[0274] After executing the process in step S2202 or step S2203, in step S2204, the MPU 52 updates its sub-side startup hold memory number SN (SRaN or SRbN) by adding 1.
[0275] In step S2205, the MPU52 performs a lottery process for generating a notification hold. In this notification hold lottery process, the MPU52 performs a lottery to determine whether or not to generate a notification hold. Specifically, the MPU 52 performs a lottery to determine whether or not to generate a notification hold by using the value of the notification hold generation counter. The notification hold generation counter is located in the various counter areas 542 of the RAM 54.
[0276] Here, a "pre-announcement hold" is a hold that performs pre-announcement displays that change the type of hold symbol to inform the player of the expected value of that hold, or that generate pre-announcement displays that inform the player of the expected value of that hold by using gameplay based on holds that have been used up before that hold.
[0277] The notification hold occurrence counter is a loop counter in which 1 is added to the previous value each time it is updated, and after reaching the maximum value it returns to 0. The notification hold occurrence counter is updated periodically, and the updated value is appropriately stored in the notification hold occurrence counter buffer set in a predetermined area of RAM54. The MPU52 then performs a lottery (pre-announcement hold occurrence lottery) to determine whether or not to generate a pre-announcement hold based on the value of the pre-announcement hold occurrence counter stored in the buffer for the pre-announcement hold occurrence counter. Specifically, the MPU52 retrieves the value of the pre-announcement hold occurrence counter stored in the buffer for the pre-announcement hold occurrence counter and compares this value with the pre-announcement hold occurrence table to perform a lottery to determine whether or not to generate a pre-announcement hold. The pre-announcement hold occurrence table is a table that stores random numbers related to the generation of pre-announcement holds and is stored in the ROM53.
[0278] In step S2206, the MPU52 determines whether or not it won the lottery for generating a notification hold in step S2205 (whether or not to generate a notification hold). If the MPU 52 determines in step S2206 that a notification hold should be generated, it executes the notification hold generation process in step S2207. In this notification hold generation process, the MPU 52 executes the process necessary to generate a notification hold. Based on the contents of this notification hold generation process, the MPU 52 also executes the illumination control of the indicator lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0279] Specifically, the MPU52 stores the notification hold information in the first available memory area of the sub-side hold area, that is, the memory area corresponding to the sub-side start hold memory number SN updated in step S2204. Here, the pending notification information includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Furthermore, based on the first and second hold generation commands, the MPU52 includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery) in the notification hold information.
[0280] For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN in step S2202, it stores the notification hold information in the first available memory area of the first sub-side hold area SRa, that is, the memory area corresponding to the first sub-side start-up hold memory count SRaN updated in step S2204. For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN to "3" in step S2202, it stores the notification hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up hold memory count SRaN updated to "4" in step S2204.
[0281] Furthermore, for example, if the MPU52 sets the second sub-side start-up hold memory number SRbN in step S2203, it stores the notification hold information in the first available memory area of the second sub-side hold area SRb, that is, the memory area corresponding to the second sub-side start-up hold memory number SRbN updated in step S2204. For example, if the MPU52 sets "3" for the second sub-side start-up hold memory number SRbN in step S2203, it stores the notification hold information in the fourth area SRb4, which is the memory area corresponding to "4" for the second sub-side start-up hold memory number SRbN updated in step S2204.
[0282] In response to this, if the MPU 52 determines in step S2206 that no notification hold will occur, it executes the normal hold generation process in step S2208. In this normal hold generation process, the MPU 52 executes the process to generate a normal hold. Furthermore, based on the contents of this normal hold generation process, the MPU 52 executes the illumination control of the indicator lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0283] Specifically, the MPU52 stores the normally held information in the first available storage area of the sub-side held area, that is, the storage area corresponding to the sub-side start held memory number SN updated in step S2204. Here, the regular hold information includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Therefore, the sub-side hold information (preview hold information and regular hold information) includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Furthermore, based on the first and second hold generation commands, the MPU52 includes information related to the result of the lottery for a big win (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach generation lottery) in the normal hold information.
[0284] For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN in step S2202, it stores the normal hold information in the first available memory area of the first sub-side hold area SRa, that is, the memory area corresponding to the first sub-side start-up hold memory count SRaN updated in step S2204. For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN to "3" in step S2202, it stores the normal hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up hold memory count SRaN to "4" updated in step S2204.
[0285] Furthermore, for example, if the MPU52 sets the second sub-side start-up hold memory count SRbN in step S2203, it stores the normal hold information in the first available memory area of the second sub-side hold area SRb, that is, the memory area corresponding to the second sub-side start-up hold memory count SRbN updated in step S2204. For example, if the MPU52 sets "3" for the second sub-side start-up hold memory count SRbN in step S2203, it stores the normal hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up hold memory count SRbN updated to "4" in step S2204.
[0286] After executing the notification hold generation process in step S2207 or the normal hold generation process in step S2208, the MPU 52 sets a hold display generation command in step S2209. The MPU 52 then stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is sent to the display control device 6 in the command transmission process in step S2006 described above.
[0287] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the generation of a pre-announcement hold or a normal hold on the pattern display device 36 based on a hold display generation command transmitted from the MPU 52. Then, at predetermined image update timings (for example, every 20 msec), the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the pattern display device 36 displays the pre-announcement hold symbol or the normal hold symbol on the display screen G to notify the player of the generation of a pre-announcement hold or a normal hold.
[0288] <Hold Shift Processing> Figure 25 is a flowchart showing the pending shift processing. As described above, the MPU 52 of the voice emission control device 5 executes a hold shift process in step S2104 of the hold decision process. In this hold shift process, the MPU 52 executes steps S2301 to S2308 as shown in Figure 25. Specifically, the MPU 52 shifts the sub-side hold information stored in the sub-side hold area based on the content of the hold shift command.
[0289] In step S2301, MPU52 determines whether or not it has received the first shift time command sent from MPU42. If MPU52 determines in step S2301 that it has received a first shift command, it executes the data setting process for the first sub-side hold area SRa in steps S2302 to S2304. If MPU52 determines in step S2301 that it has not received a first shift command (i.e., it has received a second shift command), it executes the data setting process for the second sub-side hold area SRb in steps S2305 to S2307.
[0290] First, we will explain the data setting process for the first sub-side hold area SRa in steps S2302 to S2304. In step S2302, the MPU 52 updates the value of the first sub-side start hold memory count SRaN in the first sub-side hold area SRa by subtracting 1. In step S2303, the MPU 52 moves the sub-side hold information stored in the first area SRa1 of the first sub-side hold area SRa to the execution area SAE. In step S2304, the MPU 52 performs a data shift operation to shift the sub-side reserved information stored in the memory area of the first sub-side reserved area SRa. This data shift operation sequentially shifts the sub-side reserved information stored in each area SRa1 to SRa4 towards the first area SRa1. Specifically, the MPU 52 shifts the sub-side reserved information from the second area SRa2 to the first area SRa1, the sub-side reserved information from the third area SRa3 to the second area SRa2, and the sub-side reserved information from the fourth area SRa4 to the third area SRa3.
[0291] Next, we will explain the data setting process for the second sub-side hold area SRb in steps S2305 to S2307. In step S2305, the MPU 52 updates the value of the second sub-side start hold memory number SRbN in the second sub-side hold area SRb by subtracting 1. In step S2306, the MPU 52 moves the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb to the execution area SAE. In step S2307, the MPU 52 performs a data shift operation to shift the sub-side reserved information stored in the memory area of the second sub-side reserved area SRb. This data shift operation sequentially shifts the sub-side reserved information stored in each area SRb1 to SRb4 towards the first area SRb1. Specifically, the MPU 52 shifts the sub-side reserved information from the second area SRb2 to the first area SRb1, the sub-side reserved information from the third area SRb3 to the second area SRb2, and the sub-side reserved information from the fourth area SRb4 to the third area SRb3.
[0292] After executing the process of step S2304 or step S2307, the MPU 52 sets the hold display shift command in step S2308. Then, the MPU 52 stores the hold display shift command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift command stored in the command list storage area 541 of the RAM 54. This hold display shift command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.
[0293] The MPU 62 of the display control device 6 reads out a data table for executing the shift of normal hold and preview hold on the symbol display device 36 based on the hold display shift command transmitted from the MPU 52 from the program ROM 63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of normal hold and preview hold by displaying it on the display screen G.
[0294] FIG. 26 is a diagram showing the preview hold symbols and normal hold symbols displayed on the display screen of the symbol display device. As shown in FIG. 26, the MPU 62 displays on the display screen G pedestals B11 to B14 provided corresponding to the four storage areas of the first area SRa1 to the fourth area SRa4 of the first sub-side hold area SRa, pedestals B21 to B24 provided corresponding to the four storage areas of the first area SRb1 to the fourth area SRb4 of the second sub-side hold area SRb, and an execution pedestal AB provided between the pedestals B11 and B21 corresponding to the execution area SAE.
[0295] The first hold lamp section 371 is provided in accordance with the four memory areas, SRa1 to SRa4, of the first sub-side hold area SRa, from left to right. In contrast, the bases B11 to B14 are provided in accordance with the four memory areas, SRa1 to SRa4, of the first sub-side hold area SRa, from right to left. Furthermore, the second hold lamp section 372 is provided corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4 of the second sub-side hold area SRb, from left to right. Similarly, the bases B21 to B24 are provided corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4 of the second sub-side hold area SRb, from left to right.
[0296] Bases B11-B14, bases B21-B24, and execution bases A and B notify the player of the occurrence of a notification hold or a regular hold by placing a notification hold symbol or a regular hold symbol on them. Specifically, based on the content of the hold display generation command or hold display shift command transmitted from MPU52, if MPU62 determines that normal hold information is stored in the memory area of the first sub-side hold area SRa, it places the white sphere image, which is the normal hold image, on the bases B11 to B14. Based on the content of the hold display generation command or hold display shift command transmitted from MPU52, if MPU62 determines that the pre-announcement hold information is stored in the memory area of the first sub-side hold area SRa, it places the flashing white sphere image, which is the pre-announcement hold image, on the bases B11 to B14.
[0297] Furthermore, if MPU62 determines, based on the content of the hold display generation command or hold display shift command transmitted from MPU52, that normal hold information is stored in the memory area of the second sub-side hold area SRb, it places the white sphere image, which is the normal hold image, on the bases B21 to B24. Based on the content of the hold display generation command or hold display shift command transmitted from MPU52, if MPU62 determines that the notification hold information is stored in the memory area of the second sub-side hold area SRb, it places the notification hold symbol, which is a flashing white sphere, onto the bases B21 to B24.
[0298] Furthermore, if MPU62 determines, based on the content of the hold display shift command transmitted from MPU52, that normal hold information is stored in the execution area SAE, it places the image of a white sphere, which is the normal hold image, on the execution base AB. Based on the content of the hold display shift command transmitted from MPU52, if MPU62 determines that a notification hold information is stored in the execution area SAE, it places the notification hold symbol, a flashing white sphere, on the execution base AB.
[0299] In the example shown in Figure 26, the MPU62 places the regular hold symbols on bases B11 and B12, the notification hold symbols on base B13, and the regular hold symbols on execution base AB. In this example, the MPU62 also places the regular hold symbols on base B21. In this example, the MPU62 does not place any symbols on bases B14, B22-B24. In this reference configuration, the symbols for normal hold and notification hold are different, but they may be the same. Also, in this reference configuration, MPU62 displayed bases B11-B14, bases B21-B24, and execution base AB on display screen G, but it is not necessary to display each base on display screen G.
[0300] <Regarding the performance determination process executed by the sound and light control device> Figure 27 is a flowchart showing the process for determining the direction of the performance. The MPU 52 of the sound and light emission control device 5 performs a performance determination process to execute performances for game rounds, performances for opening and closing execution modes, etc. In this performance determination process, the MPU 52 executes steps S2401 to S2413 as shown in Figure 27.
[0301] In step S2401, the MPU52 determines whether or not it has received the variation command and type command sent from the MPU42. If MPU52 determines in step S2401 that it has not received any of the commands, it executes the processing from step S2409 onwards. In response to this, if the MPU52 determines in step S2401 that it has received each command, in step S2402 it determines whether the game result is the "most advantageous result" or the "low probability result" based on the content of the type command.
[0302] If the MPU52 determines in step S2402 that the game result is either the "most favorable result" or the "low probability result," it executes a symbol determination process corresponding to the type of game result in step S2403. In this symbol determination process, if the MPU52 determines that the game result is the "most favorable result," it determines information related to the combination of symbols that have the same odd number or the same even number as the final stop displayed on the active line L. If the MPU52 determines that the game result is the "low probability result," it determines information related to the combination of symbols that have the same even number as the final stop displayed on the active line L. The odd and even numbers are determined randomly by a lottery or similar method.
[0303] In response to this, if the MPU52 determines in step S2402 that the game result is neither the "most advantageous result" nor the "low probability result," then in step S2404, it determines whether the game result is a "normal loss result" based on the content of the type command. If the MPU52 determines in step S2404 that the game result is not a "normal loss result," that is, if the game result is one of the following: a "special loss result," an "unspecified low-round high-probability result," or an "explicit low-round high-probability result," then in step S2405, it executes a common symbol determination process. In this common symbol determination process, the MPU52 determines information related to a special symbol combination that will ultimately be displayed as the stop result on the active line L. Specifically, the MPU52 determines a special symbol combination (for example, "3, 4, 1") that has different numbers and will not be selected in the case of a "normal loss result" in the win / loss lottery, rather than a combination of symbols with the same number. Note that this special symbol combination is the same regardless of the type of game result.
[0304] In response to this, if the MPU52 determines in step S2404 that the game result is a "normal loss result", it executes a symbol determination process for normal losses in step S2406. In this symbol determination process for normal losses, the MPU52 determines whether or not a reach display will occur based on the content of the variation command.
[0305] When the MPU52 determines that a "reach" indicator is about to appear, it determines information regarding the combination of symbols for the reach indicator as the final stopping result to be displayed on the active line L. The combination of symbols for the reach indicator is determined randomly by a lottery or similar method. In response to this, if the MPU52 determines that no reach display will occur, it determines information relating to a combination of symbols different from the aforementioned combinations of symbols as the final stopping result to be displayed on the active line L. Specifically, the MPU52 randomly determines a combination of symbols that is different from any of the combinations of symbols with the same number, any special combination of symbols, and any combination of symbols that indicate a reach, through a lottery or other means.
[0306] After executing any of steps S2403, S2405, or S2406, the MPU 52 performs a process to determine the performance pattern in step S2407. In this performance pattern determination process, the MPU 52 selects a performance pattern corresponding to the variation command and the type command by referring to a performance table pre-stored in the ROM 53. Specifically, the MPU 52 selects the performance duration (performance duration) and the content of the performance as the performance pattern. In step S2407, the MPU 52 also performs a lottery to determine whether or not to generate a preview display, such as displaying a predetermined character as a video on the display screen G based on the player pressing the push button 142.
[0307] Furthermore, based on the selected performance pattern, the MPU 52 performs light emission control of the display lamp unit 124 and sound control of the speaker unit 125 during the performance execution process of step S2004 described above.
[0308] In step S2408, the MPU 52 sets a variation start command and a stop result command that includes information about the stop result determined in one of the processes in steps S2403, S2405, or S2406. The MPU 52 then stores the variation start command and the stop result command in the command list stored in the command list storage area 541 of the RAM 54. These variation start command and stop result command are sent to the display control device 6 in the command transmission process of step S2006 described above.
[0309] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the start and stop result display of the variation display on the pattern display device 36, based on the variation start command and stop result command transmitted from the MPU 52. Then, at predetermined image update timings (for example, every 20 msec), the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, after the pattern display device 36 starts the variation display, it finally displays the stop result determined by the MPU 52 on the active line L.
[0310] After executing the process in step S2408, or if it determines in step S2401 that it has not received any change commands or type commands, MPU52 executes the processes from step S2409 onwards. In step S2409, the MPU52 determines whether or not it has received an opening command.
[0311] If MPU52 determines in step S2409 that it has not received an opening command, it executes the processing from step S2413 onwards. In response to this, if the MPU52 determines in step S2409 that it has received an opening command, it determines the type of game result in step S2410 based on the content of the opening command.
[0312] In step S2411, the MPU52 executes a process to determine the animation for the opening / closing execution mode corresponding to the type of game result determined in step S2410. In the process to determine the animation for the opening / closing execution mode, if the MPU52 determined in step S2410 that the game result was a "special loss result" or a "non-explicit low-round high-probability result," it selects animation A as the animation for the opening / closing execution mode. If the MPU52 determined that the game result was an "explicit low-round high-probability result," it selects animation B as the animation for the opening / closing execution mode. If the MPU52 determined that the game result was a "most advantageous result," it selects animation C or animation D as the animation for the opening / closing execution mode. If the MPU52 determined that the game result was a "low-probability result," it selects animation D as the animation for the opening / closing execution mode. The duration of effects A and B corresponds to the time it takes to open and close the large prize slot 271 twice in a short-duration manner during the opening and closing execution mode. The duration of effects C and D corresponds to the time it takes to open and close the large prize slot 271 15 times in a long-duration manner during the opening and closing execution mode.
[0313] Furthermore, based on the selection result of performance A to performance D, the MPU 52 performs light emission control of the display lamp unit 124 and sound control of the speaker unit 125 during the performance execution process of step S2004 described above.
[0314] In step S2412, the MPU 52 sets an open / close execution mode command that includes information related to the effects for the open / close execution mode selected in step S2411. The MPU 52 then stores the open / close execution mode command in the command list stored in the command list storage area 541 of the RAM 54. This open / close execution mode command is sent to the display control device 6 in the command transmission process of step S2006 described above.
[0315] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the opening / closing execution mode animation on the pattern display device 36 based on the opening / closing execution mode command sent from the MPU 52. Then, at predetermined image update timings (for example, every 20 msec), the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the pattern display device 36 executes the opening / closing execution mode animation selected by the MPU 52 of the sound and light emission control device 5.
[0316] After executing the process in step S2412, or if it determines in step S2409 that it has not received an opening command, MPU52 executes the processes from step S2413 onward. In step S2413, the MPU52 performs other processing. In this other processing, the MPU52 performs processing to advance the animation for the opening and closing execution mode based on, for example, the open command, close command, and ending command sent from the MPU42. After that, the MPU52 terminates the animation determination process.
[0317] <Regarding the relationship between game results and game state, etc.> The following explains the relationship between game results and the game state based on the execution of various processes. Figure 28 is a diagram showing the relationship between game results and game states, etc. Specifically, Figure 28 shows the relationship between game results (excluding "normal losses") and game states, etc., with game results arranged in columns and game states, etc., arranged in rows. As shown in Figure 28, the pachinko machine 1 has, as game results excluding the "normal miss result", the success or failure results of "jackpot win" and "special miss result", and the distribution results of "non-explicit small round high probability result", "explicit small round high probability result", "most advantageous result", and "low probability result".
[0318] Here, the "Special Loss Result" is the game result selected when the draw for winning or losing does not result in a "Big Win" (symbol × in the figure), as shown in the second column of the table in Figure 28. The "Distribution Result" is the game result selected when the draw for winning or losing results in a "Big Win" (symbol ○ in the figure). The following explains the relationship between game results (excluding "normal losses") and the game state, etc. In this reference model, Pachinko machine 1 sets the relationship between game results and the game state, etc. as follows, but the combination of game results and game states, etc., the content of the game results, and the content of the game state, etc. are arbitrary.
[0319] In the case of a "special losing result," the opening / closing execution mode switches from the round count setting mode to the opening / closing count setting mode, and the opening and closing of the large prize opening 271 is performed twice in a short-duration manner. Also, in the case of a "special losing result," the win / loss lottery mode does not switch. In the "Unspecified Low-Round High-Probability Result," the opening / closing execution mode switches to a round-count regulation mode where round play is performed with a maximum of two times, and the opening and closing of the large prize opening 271 is performed twice in a short manner. In addition, in the "Unspecified Low-Round High-Probability Result," the win / loss lottery mode switches to a high-probability mode. Thus, while the "special miss result" and the "non-explicit low-round high probability result" differ in the type of opening and closing execution mode, they share the commonality that the opening and closing of the large prize slot 271 is performed twice in a short-duration manner.
[0320] Furthermore, in the case of a "special miss result" and a "non-explicit low-round high-probability result," the stopping result will be a special combination of symbols, and the presentation for the opening / closing execution mode will be presentation A. In addition, in the case of a "special miss result" and a "non-explicit low-round high-probability result," the support mode will not be transitioned. Also, in the game round after the opening / closing execution mode ends, the symbol display device 36 will not display an image on the display screen G that indicates that it is in high-probability mode.
[0321] Therefore, by checking the stopping result or the animation for the opening / closing execution mode, the player cannot determine whether the game result is a "special miss result" or a "non-explicit low-round high-probability result." In other words, even if the distribution lottery results in a "non-explicit low-round high-probability result" and the player transitions to high-probability mode, the symbol display device 36 will deceive the player into believing that the win / loss lottery mode has not transitioned in the game rounds after the opening / closing execution mode ends. Therefore, players can enjoy playing while predicting whether or not the win / loss lottery mode has transitioned to a high-probability mode.
[0322] In the "Explicitly Low-Round High-Probability Result," the opening / closing execution mode transitions to a round-count regulation mode where round play is performed with a maximum of two times, and the opening and closing of the large prize opening 271 is performed twice in a short-duration manner. In addition, in the "Explicitly Low-Round High-Probability Result," the win / loss lottery mode transitions to a high-probability mode. Furthermore, in the "Explicitly Low-Round High-Probability Result," the stopping result is a special combination of symbols, and the effect for the opening / closing execution mode becomes effect B. In addition, in the "Explicitly Low-Round High-Probability Result," the support mode transitions to a high-frequency support mode. Moreover, in the game round after the opening / closing execution mode ends, the symbol display device 36 displays an image on the display screen G that explicitly indicates that it is in a high-probability mode. Therefore, by checking the stopping result and the animation for the opening / closing execution mode, the player can understand that the game result is a "high probability result with a clearly indicated small number of rounds."
[0323] In the "Most Favorable Result" and "Low Probability Result" modes, the opening and closing execution mode switches to a round count regulation mode in which round play is performed with a maximum of 15 times, and the opening and closing of the large prize opening 271 is performed 15 times in a long-duration manner. In this "most favorable result," the stopping result will be a combination of symbols with the same odd number or the same even number, the win / loss lottery mode will switch to high probability mode, and the animation for the opening / closing execution mode will be animation C or animation D. Specifically, if the stopping result is a combination of symbols with the same odd number, the animation for the opening / closing execution mode will be animation C, and if the stopping result is a combination of symbols with the same even number, the animation for the opening / closing execution mode will be animation D. Furthermore, in the "low probability result," the stopping result will be a combination of symbols with the same even number, the win / loss lottery mode will switch to the low probability mode, and the animation for the opening / closing execution mode will be animation D. In addition, in the "most advantageous result" and "low probability result," the support mode will switch to the high-frequency support mode.
[0324] Therefore, if the stopping result is a combination of symbols with the same odd number and the animation for the opening / closing execution mode is animation C, the player can determine that the game result is the "most favorable result". However, if the stopping result is a combination of symbols with the same even number, the player cannot determine whether the game result is the "most favorable result" or the "low probability result" by checking the stopping result or the animation for the opening / closing execution mode.
[0325] Then, in the game round after the opening / closing execution mode has ended, if the final animation for the opening / closing execution mode is animation D, the symbol display device 36 does not display an image on the display screen G that indicates that it is in high probability mode.
[0326] Specifically, the symbol display device 36 does not display an image on the display screen G that indicates it is in high probability mode, but rather displays an image on the display screen G that indicates that the high-frequency support mode will transition to low-frequency support mode when the number of game rounds reaches the termination threshold (specifically, 100 rounds). In other words, even if the distribution lottery results in the "most favorable result," the symbol display device 36 will, in the game rounds after the end of the opening / closing execution mode, if the final animation for the opening / closing execution mode is animation D, it will disguise the game result as if it were a "low probability result."
[0327] Then, if the distribution result is the "most favorable result," the symbol display device 36 will not result in a "jackpot win" in the win / loss lottery, and after 100 spins, it will display an image on the display screen G indicating that it is in high probability mode. In other words, the symbol display device 36 will remove the deception that made it appear as if the game result was a "low probability result."
[0328] [Variations of the main reference form] It should be noted that the main reference embodiment of the present invention is not limited to the aforementioned main reference embodiment, and includes modifications, improvements, etc., to the extent that the objectives of the present invention can be achieved. (1) In this reference configuration, the pachinko machine 1 opened and closed the large prize slot 271 once per round of play. However, the pachinko machine 1 may open and close the large prize slot 271 multiple times per round of play. (2) In this reference form, the pachinko machine 1 would set the opening / closing door 272 to the open state, and then set the opening / closing door 272 to the closed state again when a predetermined upper limit duration (upper limit duration) had elapsed, or when the total number of game balls that had entered the large prize pocket 271 reached a predetermined upper limit. In contrast, for example, the upper limit may vary according to the upper limit duration, and the conditions for setting the opening / closing door 272 to the closed state again are arbitrary.
[0329] (3) In this reference embodiment, the pachinko machine 1 set the opening / closing door 272 to the open state, and then set the opening / closing door 272 to the closed state again when the total number of game balls that entered the large prize pocket 271 reached a predetermined upper limit of 8. In contrast, for example, the pachinko machine 1 may set the upper limit to any number other than 8. Also, for example, the pachinko machine 1 may set different upper limits depending on the distribution result. Furthermore, for example, the pachinko machine 1 may set different upper limits for each round during a single opening / closing execution mode.
[0330] (4) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to the open state, and then sets the opening / closing door 272 to the closed state again when the total number of game balls that enter the large prize pocket 271 reaches a predetermined upper limit. In contrast, for example, the pachinko machine 1 may be equipped with an ending trigger opening that sets the opening / closing door 272 to the closed state when a game ball enters, and is configured to allow balls to enter this ending trigger opening after a predetermined time has elapsed. (5) In this reference embodiment, the pachinko machine 1 set the opening / closing door 272 to the open state, and then set the opening / closing door 272 to the closed state again after a predetermined maximum duration (maximum duration) had elapsed. In contrast, for example, the pachinko machine 1 may set the opening / closing door 272 to the open state, and then set the opening / closing door 272 to the closed state again after a predetermined time had elapsed since a prize was won in the big prize pocket 271.
[0331] (6) In this reference embodiment, the pachinko machine 1 set the opening door 272 to the open state, and then set the opening door 272 to the closed state again. In contrast, for example, the pachinko machine 1 may proceed to the next round of play without setting the opening door 272 to the closed state again after setting the opening door 272 to the open state. (7) In this reference form, the upper limit duration of the short-time mode was set to be shorter than the launch cycle of the game balls. In contrast, for example, the upper limit duration of the short-time mode may be set to be a time that is longer than or equal to the launch cycle of the game balls, and less than or equal to n times the launch cycle of the game balls (n=1, 2, or 3).
[0332] (8) In this reference embodiment, the pachinko machine 1 had two types of opening and closing execution modes. Specifically, the pachinko machine 1 had an opening and closing execution mode in which round games were played twice with a short-duration maximum duration, and an opening and closing execution mode in which round games were played 15 times with a long-duration maximum duration. In contrast, the pachinko machine 1 may have opening and closing execution modes that differ from these in terms of the maximum duration and the number of round games played. Furthermore, instead of setting multiple types of opening and closing execution modes by varying the maximum duration, the pachinko machine 1 may set multiple types of opening and closing execution modes by varying the degree to which the opening and closing doors 272 are opened, such as half-open and fully open. Moreover, the maximum duration may be set so that it appears the same to the player, but the exact maximum duration is different.
[0333] (9) In this reference form, the game result and the animation for the opening / closing execution mode were pre-set to correspond one-to-one. In contrast, for example, the animation for the opening / closing execution mode may be set by randomly selecting from multiple types of animations without corresponding to the game result, or by selecting from multiple types of animations by lottery or the like, and the selection rate may be made different according to the game result.
[0334] (10) In this reference form, if the game result is one of the following: "special miss result", "non-explicit low-round high-probability result", or "explicit low-round high-probability result", the MPU 52 determines information relating to a special symbol combination as the final stop result to be displayed on the active line L, and this special symbol combination was the same regardless of the type of game result. In contrast, the MPU 52 may randomly determine the information relating to the stop result, making it difficult for the player to determine which type of game result it is.
[0335] (11) In this reference configuration, the MPU 42 used the jackpot random number counter C1 to draw lots for the occurrence of a jackpot, and the jackpot type counter C2 to draw lots for the type of jackpot when a jackpot occurred. Alternatively, the MPU 42 may use the jackpot random number counter C1 to draw lots for the type of jackpot when a jackpot occurs. In this case, the jackpot type counter C2 does not need to be provided in the various counter areas 441 of the RAM 44.
[0336] (12) In this reference form, the pachinko machine 1 has two types of miss results: a "special miss result" and a "normal miss result." The MPU 42 performed a lottery for the occurrence of a jackpot by comparing a win / loss table that stores the value of a random number that wins to generate a jackpot with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442. In other words, the MPU 42 performed a lottery related to the "special miss result" by using the value of the jackpot random number counter C1. Alternatively, the MPU 42 may perform a lottery related to the "special miss result" by using a new counter different from the jackpot random number counter C1 provided in the various counter areas 441 of the RAM 44 in order to perform a lottery related to the "special miss result."
[0337] (13) In this reference configuration, under game conditions where the win / loss table for low probability mode is referenced when drawing for a jackpot, there are 2 random numbers that result in a "special loss," and under game conditions where the win / loss table for high probability mode is referenced when drawing for a jackpot, there is 1 random number that results in a "special loss." In other words, the probability of a "special loss" was set to be higher in low probability mode than in high probability mode. Conversely, the probability of a "special loss" may be set to be lower in low probability mode than in high probability mode, or it may be set to be the same in both low probability mode and high probability mode. Also, the probability of a "special loss" may be set to be 0 in at least one of low probability mode and high probability mode.
[0338] (14) In this reference form, the pachinko machine 1 created advantageous and disadvantageous game states for the player by setting a win / loss lottery mode and a support mode. However, advantageous and disadvantageous game states for the player may also be created by setting other game states. For example, the pachinko machine 1 may create advantageous and disadvantageous game states for the player by varying the number of game rounds in which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 1 may create advantageous and disadvantageous game states for the player by whether or not to transition to the high-frequency support mode after the end of the opening / closing execution mode. Furthermore, for example, the pachinko machine 1 may create advantageous and disadvantageous game states for the player by varying the number of game rounds in which the high-probability mode is continued after the end of the opening / closing execution mode.
[0339] (15) In this reference embodiment, the pachinko machine 1 stores the reserved information related to the upper operating port 25 in the reserved area Ra for the first result display unit, and the reserved information related to the lower operating port 26 in the reserved area Rb for the second result display unit, thereby storing the reserved information related to the upper operating port 25 and the reserved information related to the lower operating port 26 separately. In contrast, the pachinko machine 1 may store the reserved information related to the upper operating port 25 and the reserved information related to the lower operating port 26 together. (16) In this reference configuration, the MPU 42 prioritized setting the reserved information related to the lower operating port 26 for use in the game, regardless of whether or not there was reserved information related to the upper operating port 25. In contrast, the MPU 42 may set the reserved information related to the upper operating port 25 and the reserved information related to the lower operating port 26 for use in the game, in the order in which the respective reserved information was won.
[0340] (17) In this reference embodiment, the main control unit 4 sends a command to the sound and light emission control unit 5, and the sound and light emission control unit 5 analyzes that command and sends a command to the display control unit 6, thereby controlling the display control unit 6. Alternatively, the main control unit 4 may send a command to the display control unit 6, and the display control unit 6 analyzes that command and sends a command to the sound and light emission control unit 5, thereby controlling the sound and light emission control unit 5. Note that the commands sent from the main control unit 4 to the sound and light emission control unit 5 and the commands sent from the sound and light emission control unit 5 to the display control unit 6 are not limited to the commands described in this reference embodiment and are arbitrary. (18) In this reference embodiment, the pachinko machine 1 was equipped with a main control device 4, a sound and light emission control device 5, and a display control device 6 as separate control devices. In contrast, for example, the sound and light emission control device 5 and the display control device 6 may be equipped as the same control device, or at least one of the sound and light emission control device 5 and the display control device 6 may be equipped as the same control device as the main control device 4.
[0341] (19) In this reference embodiment, the symbol display device 36 performs a game-specific effect on the display screen G by periodically scrolling the symbols of each symbol row Z1 to Z3 in a predetermined direction based on a winning entry into the upper operating port 25 or the lower operating port 26, thereby starting the display of changing symbols. However, the game-specific effect is not limited to the effect described in this reference embodiment and is arbitrary. For example, the pachinko machine 1 may perform a game-specific effect by operating a movable decorative member provided on the game board 2 in combination with the symbol display device 36. Alternatively, for example, the pachinko machine 1 may perform a game-specific effect by operating a light-emitting member provided on the game board 2 in combination with the symbol display device 36. Furthermore, for example, the pachinko machine 1 may perform a game-specific effect by operating these decorative members and light-emitting members in combination with the symbol display device 36.
[0342] (20) In this reference embodiment, the pachinko machine 1 performs an internal lottery (win / fail lottery and distribution lottery) based on the entry of a ball into the upper operating port 25 or the lower operating port 26, and thereafter the main display unit 34 and the symbol display device 36 perform a variable display, and as a result of stopping the variable display, the result of the internal lottery performed based on the entry of a ball into the upper operating port 25 or the lower operating port 26 is displayed. In contrast, for example, the main display unit 34 and the symbol display device 36 may start the variable display before performing the internal lottery, and as a result of stopping the variable display, the result of the internal lottery performed after starting the variable display may be displayed. In this case, after starting the variable display but before stopping the variable display, the internal lottery should be performed and the settings for the stop result etc. should be performed.
[0343] (21) In this reference embodiment, the pachinko machine 1 is equipped with a main display unit 34, which displays the variation of the symbols and, as a result of stopping the variation display, displays the result of the internal lottery. In contrast, for example, the main display unit 34 may display the same stop result as a result of stopping the variation display, regardless of the result of the internal lottery, or it may display stop results randomly so that the result of the internal lottery cannot be identified. Also, for example, the pachinko machine 1 does not have to be equipped with a main display unit 34.
[0344] (22) In this reference embodiment, the symbol display device 36 started displaying the changing symbols by periodically scrolling the symbols in each symbol row Z1 to Z3 in a predetermined direction based on the winning entry into the upper operating port 25 or the lower operating port 26, thereby executing a game-related performance on the display screen G. Alternatively, the symbol display device 36 may execute a game-related performance on the display screen G by displaying a symbol (picture) that clearly indicates the result of the internal lottery.
[0345] For example, the symbol display device 36 may set a predetermined area in at least one of the areas smaller than the area for displaying the symbols of each symbol row Z1 to Z3, and the area around the edge of the area for displaying the symbols of each symbol row Z1 to Z3, and when stopping the display of the changing symbols of each symbol row Z1 to Z3, it may display a symbol in this predetermined area that clearly indicates the result of the internal lottery. The symbol displayed in this predetermined area may be displayed while the changing symbols of each symbol row Z1 to Z3 are being displayed, or it may be hidden.
[0346] Here, the symbols displayed in the designated area may be characters, colors, or patterns that are difficult for the player to distinguish, or combinations thereof. Alternatively, even if the symbols are not characters, colors, or patterns that are difficult for the player to distinguish, similar symbols or combinations thereof may be used to make them difficult for the player to distinguish. This allows the manager of the amusement arcade, for example, to easily check whether or not fraudulent activity is being carried out to cause the pachinko machine 1 to behave in the same way as when a jackpot is won, by visually checking the symbol display device 36 without visually checking the main display unit 34 at the end of a game round.
[0347] (23) In this reference embodiment, the pachinko machine 1 was configured to operate independently, but it may also be configured to send and receive information by linking with an external device such as a mobile phone. For example, the machine may be configured so that an optical code can be output when a player operates a button or the like provided on the machine, and the information of this optical code can be captured and read by a camera on a mobile phone or the like, and the machine may be configured so that the information of the machine can be sent to a web server by accessing a website. Alternatively, the machine may be configured so that the player can receive information from a web server by entering a password issued when the player accesses a website into the machine by operating a button or the like provided on the machine.
[0348] (24) In this reference embodiment, the pachinko machine 1 was used as an example to describe the game machine of the present invention. However, the game machine of the present invention may be a different type of pachinko machine than the pachinko machine 1. For example, the game machine of the present invention may be a pachinko machine that opens an electric mechanism a predetermined number of times when a game ball enters a specific area, or a pachinko machine that generates the right to a jackpot when a game ball enters a specific area. Furthermore, the game machine of the present invention may be an arrangement ball machine or a game machine of other types such as mahjong ball.
[0349] [Reference form M] A reference embodiment M of the present invention will be described below with reference to the drawings. In the following explanation, parts that have already been explained will be denoted by the same reference numeral and their explanation will be omitted.
[0350] In this reference configuration, the main control device 4 performs a different process than in the main reference configuration. Specifically, in this reference configuration, the prize-winning process for the activation port is different from that in the main reference configuration. The details of the prize-winning process for the activation port in this reference configuration will be explained below.
[0351] <Award processing for the operating port> Figure 29 is a flowchart showing the award processing for the operating port according to Reference Embodiment M of the present invention. In the award processing for the activation port, the MPU42 executes steps S201 to S208M as shown in Figure 29. Note that in this reference embodiment, the MPU42 executes the process of step S208M instead of the process of step S208, which is different from the main reference embodiment.
[0352] In step S208M, if the first start hold memory count RaN was set in step S202, the MPU42 sets a first hold generation command to recognize that hold information has been stored in the memory area of the first result display unit hold area Ra, and transmits this set first hold generation command to the sound light emission control device 5. After that, the MPU42 finishes the prize entry process for the operation opening. This first hold generation command includes information to allow the voice and light emission control device 5 to recognize that hold information has been stored in the memory area of the first result display unit's hold area Ra based on the entry of a game ball into the upper operation opening 25. The first hold generation command also includes information related to the current support mode. Furthermore, the audio and light emission control device 5 lights up the first reserve lamp unit 371 and performs predetermined processing based on the first reserve generation command transmitted from the MPU 42. Also, as mentioned above, the maximum number of game balls that have entered the upper operating opening 25 is 4, and the first reserve lamp unit 371 lights up in a number corresponding to this number of reserved balls.
[0353] Furthermore, the first pending command includes information related to the result of the lottery for a big win (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Here, the MPU 42 performs a lottery for the occurrence of a jackpot (win / loss lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 of the ROM 43 (see Figure 4), and determines the result of the win / loss lottery (win / loss result). Furthermore, the MPU 42 performs a lottery to determine whether or not to generate a reach display (reach occurrence lottery) based on the value of the reach random number counter C3 stored in the reserved ball storage area 442 and the reach table stored in the reach table storage area 433 of the ROM 43 (see Figure 4), and determines the result of the reach occurrence lottery.
[0354] Furthermore, in step S208M, if the second start hold memory count RbN was set in step S204, the MPU 42 sets a second hold generation command to recognize that hold information has been stored in the memory area of the second result display unit hold area Rb, and transmits this set second hold generation command to the voice light emission control device 5. After that, the MPU 42 finishes the prize entry process for the activation port. This second hold generation command includes information to allow the voice and light emission control device 5 to recognize that hold information has been stored in the memory area of the second result display unit's hold area Rb based on the entry of a game ball into the lower operation opening 26. The second hold generation command also includes information related to the current support mode. Furthermore, the audio and light emission control device 5 lights up the second reserve lamp unit 372 and performs predetermined processing based on the second reserve generation command transmitted from the MPU 42. In addition, as mentioned above, the maximum number of game balls that have entered the lower operating opening 26 is 4, and the second reserve lamp unit 372 lights up in a number corresponding to this number of reserved balls.
[0355] Furthermore, the second hold generation command includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach generation lottery). Here, the MPU 42 performs a lottery for the occurrence of a jackpot (win / loss lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 of the ROM 43 (see Figure 4), and determines the result of the win / loss lottery (win / loss result). Furthermore, the MPU 42 performs a lottery to determine whether or not to generate a reach display (reach occurrence lottery) based on the value of the reach random number counter C3 stored in the reserved ball storage area 442 and the reach table stored in the reach table storage area 433 of the ROM 43 (see Figure 4), and determines the result of the reach occurrence lottery.
[0356] In this reference configuration, the sound and light emission control device 5 and the display control device 6 perform different processes than those in the main reference configuration. Specifically, in this reference configuration, the hold generation process, hold shift process, and performance determination process differ from those in the main reference configuration. The contents of the hold generation process, hold shift process, and performance determination process in this reference configuration will be described below.
[0357] <Holding process> Figure 30 is a flowchart showing the process for handling pending status. In the hold generation process, the MPU 52 executes steps S2201 to S2209 as shown in Figure 30. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the content of the hold generation command. Note that this reference embodiment differs from the main reference embodiment in that, after executing the process in step S2204, the MPU 52 executes the process in step S2210M before executing the process in step S2205, and instead of the process in step S2207, it executes the process in step S2207M.
[0358] In step S2201, MPU52 determines whether or not it has received the first hold command sent from MPU42. If the MPU52 determines in step S2201 that it has received a first hold generation command, in step S2202 it will determine the number of holds stored in the first sub-side hold area SRa and set that number as the first sub-side start hold storage number SRaN in a predetermined storage area in the first sub-side hold area SRa. After that, the MPU52 will execute the processing from step S2204 onwards.
[0359] In response to this, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (or determines that it has received the second hold generation command), in step S2203 it will determine the number of holds stored in the second sub-side hold area SRb and set that number of holds as the second sub-side start hold storage number SRbN in a predetermined storage area in the second sub-side hold area SRb. After that, the MPU 52 will execute the processing from step S2204 onwards.
[0360] After executing the process in step S2202 or step S2203, in step S2204, the MPU 52 updates its sub-side startup hold memory number SN (SRaN or SRbN) by adding 1.
[0361] In step S2210M, the MPU 52 determines whether or not there is any notification hold information in the sub-side hold information stored in the memory area of the sub-side hold area. If the MPU52 determines in step S2210M that there is no information about a pending notification, it executes a lottery process for pending notifications in step S2205. In this lottery process for pending notifications, the MPU52 performs a lottery to determine whether or not to generate a pending notification. Specifically, the MPU 52 performs a lottery to determine whether or not to generate a notification hold by using the value of the notification hold generation counter. The notification hold generation counter is located in the various counter areas 542 of the RAM 54.
[0362] Here, a "pre-announcement hold" refers to a hold that performs a pre-announcement display that changes the type of hold symbol to inform the player of the expected value of that hold, or a pre-reading display that informs the player of the expected value of that hold through the gameplay of the game rounds based on the holds that were played before that hold. In this reference form, we will explain the pre-announcement hold that performs a pre-reading display, and we will omit the explanation of pre-announcement holds that perform other types of pre-announcement displays.
[0363] The notification hold occurrence counter is a loop counter in which 1 is added to the previous value each time it is updated, and after reaching the maximum value it returns to 0. The notification hold occurrence counter is updated periodically, and the updated value is appropriately stored in the notification hold occurrence counter buffer set in a predetermined area of RAM54. The MPU52 then performs a lottery (pre-announcement hold occurrence lottery) to determine whether or not to generate a pre-announcement hold based on the value of the pre-announcement hold occurrence counter stored in the buffer for the pre-announcement hold occurrence counter. Specifically, the MPU52 retrieves the value of the pre-announcement hold occurrence counter stored in the buffer for the pre-announcement hold occurrence counter and compares this value with the pre-announcement hold occurrence table to perform a lottery to determine whether or not to generate a pre-announcement hold. The pre-announcement hold occurrence table is a table that stores random numbers related to the generation of pre-announcement holds and is stored in the ROM53.
[0364] In step S2206, the MPU52 determines whether or not it won the lottery for generating a notification hold in step S2205 (whether or not to generate a notification hold). If the MPU 52 determines in step S2206 that a notification hold should be generated, it executes the notification hold generation process in step S2207M. In this notification hold generation process, the MPU 52 executes the process necessary to generate a notification hold. Based on the contents of this notification hold generation process, the MPU 52 also executes the illumination control of the indicator lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0365] Specifically, the MPU52 stores the notification hold information in the first available memory area of the sub-side hold area, that is, the memory area corresponding to the sub-side start hold memory number SN updated in step S2204. Here, the pending notification information includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery). Furthermore, based on the first and second hold generation commands, the MPU52 includes information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery) in the notification hold information.
[0366] For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN in step S2202, it stores the notification hold information in the first available memory area of the first sub-side hold area SRa, that is, the memory area corresponding to the first sub-side start-up hold memory count SRaN updated in step S2204. For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN to "3" in step S2202, it stores the notification hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up hold memory count SRaN updated to "4" in step S2204.
[0367] Furthermore, for example, if the MPU52 sets the second sub-side start-up hold memory number SRbN in step S2203, it stores the notification hold information in the first available memory area of the second sub-side hold area SRb, that is, the memory area corresponding to the second sub-side start-up hold memory number SRbN updated in step S2204. For example, if the MPU52 sets "3" for the second sub-side start-up hold memory number SRbN in step S2203, it stores the notification hold information in the fourth area SRb4, which is the memory area corresponding to "4" for the second sub-side start-up hold memory number SRbN updated in step S2204.
[0368] In response to this, if the MPU 52 determines in step S2206 that no notification hold will be generated, or if it determines in step S2210M that there is notification hold information, it executes the normal hold generation process in step S2208. In this normal hold generation process, the MPU 52 executes the process to generate a normal hold. Furthermore, based on the contents of this normal hold generation process, the MPU 52 executes the illumination control of the indicator lamp unit 124 and the sound control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0369] Specifically, the MPU52 stores the normally held information in the first available storage area of the sub-side held area, that is, the storage area corresponding to the sub-side start held memory number SN updated in step S2204.
[0370] For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN in step S2202, it stores the normal hold information in the first available memory area of the first sub-side hold area SRa, that is, the memory area corresponding to the first sub-side start-up hold memory count SRaN updated in step S2204. For example, if the MPU52 sets the first sub-side start-up hold memory count SRaN to "3" in step S2202, it stores the normal hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up hold memory count SRaN to "4" updated in step S2204.
[0371] Furthermore, for example, if the MPU52 sets the second sub-side start-up hold memory count SRbN in step S2203, it stores the normal hold information in the first available memory area of the second sub-side hold area SRb, that is, the memory area corresponding to the second sub-side start-up hold memory count SRbN updated in step S2204. For example, if the MPU52 sets "3" for the second sub-side start-up hold memory count SRbN in step S2203, it stores the normal hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up hold memory count SRbN updated to "4" in step S2204.
[0372] Thus, in this reference configuration, the MPU52 can generate only one notification hold in the sub-hold area, which is a notification display that triggers a pre-announcement effect, and it is not possible to generate multiple notification holds in the sub-hold area. In this reference configuration, the MPU52 is not designed to generate multiple pending notifications in the sub-reserve area, but it may be possible to enable this.
[0373] After executing the notification hold generation process in step S2207M or the normal hold generation process in step S2208, the MPU 52 sets a hold display generation command in step S2209. The MPU 52 then stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is sent to the display control device 6 in the command transmission process in step S2006 described above.
[0374] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the generation of a pre-announcement hold or a normal hold on the pattern display device 36 based on a hold display generation command transmitted from the MPU 52. Then, at predetermined image update timings (for example, every 20 msec), the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the pattern display device 36 displays the pre-announcement hold symbol or the normal hold symbol on the display screen G to notify the player of the generation of a pre-announcement hold or a normal hold.
[0375] <Hold Shift Processing> Figure 31 is a flowchart showing the pending shift processing. In the hold shift process, the MPU 52 executes steps S2309M to S2308, as shown in Figure 31. Note that this reference embodiment differs from the main reference embodiment in that the MPU 52 executes the process of step S2309M before executing the process of step S2301, then the process of step S2304, then the process of step S2310M, then the process of step S2307, and finally the process of step S2311M.
[0376] In step S2309M, the MPU52 executes a pre-read animation occurrence determination process. The following explains in detail the process for determining when a pre-announcement effect will occur.
[0377] <Pre-read animation occurrence detection process> Figure 32 is a flowchart showing the process for determining when a pre-announcement effect will occur. In the pre-read animation occurrence determination process, the MPU 52 executes steps S5001 to S5011, as shown in Figure 32. In step S5001, the MPU 52 determines whether or not there is any notification hold information in the sub-side hold information stored in the memory area of the sub-side hold area. If MPU52 determines in step S5001 that there is no pending notification information, it will terminate the pre-read animation occurrence determination process without executing the processes from step S5002 onwards. In response, if the MPU 52 determines in step S5001 that there is a pre-announcement hold information, in step S5002 it determines whether or not the pre-announcement performance flag is set in the RAM 54. This pre-announcement performance flag is a flag used to identify that a pre-announcement performance has occurred. The MPU 52 sets the pre-announcement performance flag when a pre-announcement performance occurs and clears the pre-announcement performance flag when the pre-announcement performance ends.
[0378] If the MPU52 determines in step S5002 that the pre-read animation flag is set in RAM54, it indicates that the pre-read animation has already occurred, and therefore terminates the pre-read animation occurrence determination process without executing the processes from step S5003 onwards. In response to this, if the MPU52 determines in step S5002 that the pre-read animation flag is not set in RAM54, it obtains the pre-read hold count PN in step S5003.
[0379] Here, the number of pre-read hold items PN is the sum of the number of pre-announcement hold items stored in the memory area of the sub-side hold area and the number of sub-side hold items stored in the memory area of the sub-side hold area that are executed before the pre-announcement hold items. For example, if the third area SRa3 of the first sub-side hold area SRa stores advance hold information, and the first area SRa1 and second area SRa2 of the first sub-side hold area SRa, and the first area SRb1 of the second sub-side hold area SRb also stores normal hold information, then the three sub-side hold information stored in each area will be executed before the advance hold information stored in the third area SRa3 of the first sub-side hold area SRa. Therefore, the MPU52 obtains "4" as the look-ahead hold count PN.
[0380] In this case, even if normal hold information is stored in the fourth area SRa4 of the first sub-side hold area SRa, the normal hold information stored in the fourth area SRa4 of the first sub-side hold area SRa will be executed after the notification hold information stored in the third area SRa3 of the first sub-side hold area SRa. Therefore, the MPU52 obtains "4" as the number of pre-read hold PN.
[0381] In step S5004, the MPU52 retrieves the notification hold information stored in the memory area of the sub-side hold area. Specifically, the MPU52 retrieves information related to the result of the lottery for the occurrence of a jackpot (win / loss lottery) and information related to the result of the lottery for whether or not to generate a reach display (reach occurrence lottery) that are included in the notification hold information. In step S5005, the MPU 52 determines whether the win / loss result obtained in step S5004, that is, the win / loss result included in the notification hold information stored in the memory area of the sub-side hold area, is a "jackpot win". If the MPU 52 determines in step S5005 that the win / loss result is a "jackpot win", it executes the processes from step S5006 onwards. If the MPU 52 determines in step S5005 that the win / loss result is not a "jackpot win", it executes the processes from step S5009 onwards.
[0382] First, we will explain the processing that occurs when the MPU 52 determines in step S5005 that the result is a "jackpot win" (processing from step S5006 onwards). In step S5006, the MPU52 determines whether the number of lookaheads held in step S5003, PN, is "4" or less.
[0383] If MPU52 determines in step S5006 that the number of pre-read hold PN is not "4" or less, it terminates the pre-read effect occurrence determination process without executing the processes from step S5007 onwards. In response to this, if the MPU52 determines in step S5006 that the number of pre-read hold PN is "4" or less, in step S5007 it sets a pre-read performance flag in the RAM54. In step S5008, the MPU 52 resets the PRN (Pre-read animation count) stored in RAM 54 by assigning it "0". After that, the MPU 52 terminates the pre-read animation occurrence determination process.
[0384] Next, we will explain the processing that occurs when the MPU 52 determines in step S5005 that the result is not a "jackpot win" (processing from step S5009 onwards). In step S5009, the MPU 52 determines whether the result of the reach occurrence lottery obtained in step S5004, that is, the result of the reach occurrence lottery included in the notification hold information stored in the memory area of the sub-side hold area, is a "win". If the MPU 52 determines in step S5009 that the result of the reach occurrence lottery is a "win", it executes the processes from step S5010 onwards. If the MPU 52 determines in step S5009 that the result of the reach occurrence lottery is not a "win", it executes the processes from step S5011 onwards.
[0385] First, we will explain the processing that occurs when the MPU52 determines that the result of the reach occurrence lottery in step S5009 is a "win" (processing from step S5010 onwards). In step S5010, the MPU52 determines whether the number of lookaheads held in step S5003, PN, is "3" or less. If MPU52 determines in step S5009 that the number of lookaheads to be held PN is "3" or less, it executes the processing described above from step S5007 onwards. In response to this, if the MPU52 determines in step S5009 that the number of pre-read hold PN is not "3" or less, it terminates the pre-read effect occurrence determination process without executing the processes from step S5007 onwards.
[0386] Next, we will explain the processing that occurs when the MPU52 determines that the result of the reach occurrence lottery in step S5009 is not a "win" (processing from step S5011 onwards). In step S5011, the MPU52 determines whether the number of lookaheads held in step S5003, PN, is "2" or less. If MPU52 determines in step S5011 that the number of lookaheads to be held PN is "2" or less, it executes the processing described above from step S5007 onwards. In response to this, if the MPU52 determines in step S5011 that the number of pre-read hold PN is not "2" or less, it terminates the pre-read effect occurrence determination process without executing the processes from step S5007 onwards.
[0387] Thus, in this reference form, the pre-read animation occurrence determination process determines in step S5007 that if the number of pre-read hold PN is "4" or less, a pre-read animation occurrence flag is set in RAM 54 and a pre-read animation is generated. Specifically, the pre-announcement effect occurs when the number of pre-announcement reserves PN is "4" or less if the result of the win / loss included in the pre-announcement reserve information is "Big Win," when the number of pre-announcement reserves PN is "3" or less if the result of the reach occurrence lottery included in the pre-announcement reserve information is "Win," and when the number of pre-announcement reserves PN is "2" or less if the result of the win / loss included in the pre-announcement reserve information is not "Big Win" and the result of the reach occurrence lottery is not "Win."
[0388] In other words, if the pre-read animation occurs when the pre-read reserve count PN, which is the sum of the number of pre-announcement reserve information stored in the memory area of the sub-side reserve area and the number of sub-side reserve information stored in the memory area of the sub-side reserve area that are executed before the pre-announcement reserve information, is "4", then it is confirmed that the win / loss result included in the pre-announcement reserve information is "jackpot win". If the pre-read reserve count PN occurs when it is "3", then it is confirmed that the result of the reach occurrence lottery included in the pre-announcement reserve information is "win". In this reference configuration, the pre-announcement effect also occurs when executing the pre-announcement hold information. Therefore, if it occurs when the pre-announcement hold number PN is "4", it will occur 4 times in a row. If it occurs when the pre-announcement hold number PN is "3", it will occur 3 times in a row. If it occurs when the pre-announcement hold number PN is "2", it will occur 2 times in a row.
[0389] Returning to the explanation of the hold shift process, we will now describe the process from step S2301 onwards, referring to Figure 31. In step S2301, MPU52 determines whether or not it has received the first shift time command sent from MPU42. If MPU52 determines in step S2301 that it has received a first shift command, it executes the data setting process for the first sub-side hold area SRa in steps S2302 to S2310M. If MPU52 determines in step S2301 that it has not received a first shift command (i.e., it has received a second shift command), it executes the data setting process for the second sub-side hold area SRb in steps S2305 to S2311M.
[0390] First, we will explain the data setting process for the first sub-side hold area SRa in steps S2302 to S2310M. In step S2302, the MPU 52 updates the value of the first sub-side start hold memory count SRaN in the first sub-side hold area SRa by subtracting 1. In step S2303, the MPU 52 moves the sub-side hold information stored in the first area SRa1 of the first sub-side hold area SRa to the execution area SAE. In step S2304, the MPU 52 performs a data shift operation to shift the sub-side reserved information stored in the memory area of the first sub-side reserved area SRa. This data shift operation sequentially shifts the sub-side reserved information stored in each area SRa1 to SRa4 towards the first area SRa1. Specifically, the MPU 52 shifts the sub-side reserved information from the second area SRa2 to the first area SRa1, the sub-side reserved information from the third area SRa3 to the second area SRa2, and the sub-side reserved information from the fourth area SRa4 to the third area SRa3.
[0391] In step S2310M, the MPU 52 clears the second hold performance flag stored in the RAM 54. This second hold performance flag is used to identify that the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb has been moved to the execution area SAE. In step S2310M, since the MPU 52 clears the second hold performance flag stored in the RAM 54, it indicates that the sub-side hold information stored in the first area SRa1 of the first sub-side hold area SRa has been moved to the execution area SAE.
[0392] Next, the data setting process for the second sub-side hold area SRb in steps S2305 to S2311M will be explained. In step S2305, the MPU 52 updates the value of the second sub-side start hold memory number SRbN in the second sub-side hold area SRb by subtracting 1. In step S2306, the MPU 52 moves the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb to the execution area SAE. In step S2307, the MPU 52 performs a data shift operation to shift the sub-side reserved information stored in the memory area of the second sub-side reserved area SRb. This data shift operation sequentially shifts the sub-side reserved information stored in each area SRb1 to SRb4 towards the first area SRb1. Specifically, the MPU 52 shifts the sub-side reserved information from the second area SRb2 to the first area SRb1, the sub-side reserved information from the third area SRb3 to the second area SRb2, and the sub-side reserved information from the fourth area SRb4 to the third area SRb3.
[0393] In step S2311M, the MPU52 sets a second hold performance flag in the RAM54. This second hold performance flag is a flag for specifying that the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb has been moved to the execution area SAE. In this step S2311M, since the MPU52 sets the second hold performance flag in the RAM54, it indicates that the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb has been moved to the execution area SAE.
[0394] After executing the process of step S2310M or step S2311M, the MPU52 sets a hold display shift command in step S2308. Then, the MPU52 stores the hold display shift command in the command list stored in the command list storage area 541 of the RAM54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift command stored in the command list storage area 541 of the RAM54. This hold display shift command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.
[0395] The MPU62 of the display control device 6 reads out a data table for executing the shift of normal hold and preview hold on the symbol display device 36 based on the hold display shift command transmitted from the MPU52 from the program ROM63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU62 outputs a command to the VDP65 based on this data table. The VDP65 reads out image data from the character ROM66 based on the content of the command generated by the MPU62 and stores this image data in the expansion buffer 68. Further, the VDP65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of normal hold and preview hold by displaying it on the display screen G.
[0396] <Regarding the performance determination process executed by the sound and light control device> Figure 33 is a flowchart showing the process for determining the direction of the performance. The MPU 52 of the sound and light emission control device 5 performs a performance determination process to execute performances for game rounds, performances for opening and closing execution modes, etc. In this performance determination process, the MPU 52 executes steps S2401 to S2413, which are substantially the same as in the main reference form. However, in this reference form, the MPU 52 differs from the main reference form in that, as shown in Figure 33, it executes the process of step S2407M instead of the process of step S2407.
[0397] In step S2407M, the MPU 52 performs a process to determine the performance pattern. In this process, the MPU 52 selects a performance pattern corresponding to the variation command and the type command by referring to a table of performances pre-stored in the ROM 53. Specifically, the MPU 52 selects the performance duration (performance duration) and the content of the performance as the performance pattern. In step S2407M, the MPU 52 also performs a lottery to determine whether or not to generate a notification display.
[0398] Furthermore, based on the selected performance pattern, the MPU 52 performs light emission control of the display lamp unit 124 and sound control of the speaker unit 125 during the performance execution process of step S2004 described above. The process for determining the performance pattern will be explained in detail below.
[0399] Figure 34 is a flowchart showing the process for determining the performance pattern. The MPU 52 of the sound and light emission control device 5 executes a process to determine the performance pattern in order to select the performance duration (performance duration) and the content of the performance as the performance pattern. In this performance pattern determination process, the MPU 52 executes steps S5101 to S5108 as shown in Figure 34.
[0400] In step S5101, it is determined whether or not the pre-read animation flag is set in RAM54. If the MPU52 determines in step S5101 that the pre-read animation flag is set in RAM54, it executes the processing from step S5102 onwards. In response, if the MPU52 determines in step S5101 that the pre-read animation flag is not set in RAM54, it executes the processing from step S5106 onwards.
[0401] First, we will explain the processing that occurs when the MPU 52 determines in step S5101 that a flag indicating that a pre-read animation is occurring is set in RAM 54 (processing from step S5102 onwards). In step S5102, the MPU52 executes the process for determining how to proceed with the pre-read animation. The following explains in detail the process for determining when to execute the pre-announcement animation.
[0402] <Pre-read animation execution decision process> Figure 35 is a flowchart showing the process for determining how to execute the pre-read animation. In the pre-read animation execution decision process, the MPU 52 executes steps S5201 to S5214 as shown in Figure 35.
[0403] In step S5201, MPU52 obtains the runtime lookahead pending APN.
[0404] Here, the runtime look-ahead hold count APN is the sum of the number of preview hold information stored in the sub-side hold area's memory area and the number of sub-side hold information stored in the sub-side hold area's memory area that will be executed before the preview hold information. For example, as mentioned above, if the third area SRa3 of the first sub-side hold area SRa stores advance hold information, and the first area SRa1 and second area SRa2 of the first sub-side hold area SRa, and the first area SRb1 of the second sub-side hold area SRb, then the three sub-side hold information stored in each area will be executed before the advance hold information stored in the third area SRa3 of the first sub-side hold area SRa. Therefore, the MPU52 obtains "4" as the look-ahead hold count PN.
[0405] Subsequently, when executing the normal hold information stored in the first area SRb1 of the second sub-side hold area SRb, the two sub-side hold information stored in each area will be executed before the advance hold information stored in the third area SRa3 of the first sub-side hold area SRa. Therefore, the MPU52 obtains "3" as the execution look-ahead hold count APN. In this case, if normal hold information is also stored in the first area SRb1 of the second sub-side hold area SRb, the three sub-side hold information stored in each area will be executed before the advance hold information stored in the third area SRa3 of the first sub-side hold area SRa. Therefore, the MPU52 will obtain "4" as the execution-time look-ahead hold count APN.
[0406] In step S5202, the MPU52 determines whether the runtime look-ahead hold number APN obtained in step S5201 is less than the look-ahead hold number PN. If MPU52 determines in step S5202 that the runtime lookahead hold APN is less than the lookahead hold PN, it executes the processing from step S5203 onwards. In response, if the MPU52 determines in step S5202 that the runtime lookahead hold APN is not less than the lookahead hold PN, it executes the processing from step S5210 onward.
[0407] First, we will explain the processing that occurs when the MPU52 determines in step S5202 that the runtime lookahead hold APN is less than the lookahead hold PN (processing from step S5203 onwards). In step S5203, the number of times the pending combined notification has been played, CN, stored in RAM54, is reset to "0". The number of times the pending combined notification has been played, CN, will be explained in detail later.
[0408] In step S5204, the MPU 52 executes a pre-read animation generation process. In this pre-read animation generation process, the MPU 52 decides to generate a pre-read animation based on the pre-read animation count PRN stored in the RAM 54. Specifically, if the pre-read animation count PRN is "0", the MPU 52 decides to generate the first pre-read animation; if the pre-read animation count PRN is "1", it decides to generate the second pre-read animation; if the pre-read animation count PRN is "2", it decides to generate the third pre-read animation; and if the pre-read animation count PRN is "3", it decides to generate the fourth pre-read animation.
[0409] In step S5205, the MPU 52 sets a pre-read animation generation command. The MPU 52 then stores the pre-read animation generation command in the command list storage area 541 of the RAM 54. Here, the value of the pre-read animation generation count PRN stored in the RAM 54 is included in the pre-read animation generation command stored in the command list storage area 541 of the RAM 54. This pre-read animation generation command is sent to the display control device 6 in the command transmission process of step S2006 described above.
[0410] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the pre-read animation on the symbol display device 36, based on the pre-read animation generation command transmitted from the MPU 52 and the number of times the pre-read animation has been performed (PRN) included in this pre-read animation generation command. Then, each time a predetermined image update timing (for example, every 20 msec) occurs, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the symbol display device 36 displays the pre-read animation on the display screen G to notify the player of the occurrence of the pre-read animation. Specifically, the MPU62 notifies the player of the occurrence of the first pre-announcement event if the PRN for the number of pre-announcement events has been played is "0", notifies the player of the occurrence of the second pre-announcement event if the PRN for the number of pre-announcement events has been played is "1", notifies the player of the occurrence of the third pre-announcement event if the PRN for the number of pre-announcement events has been played is "2", and notifies the player of the occurrence of the fourth pre-announcement event if the PRN for the number of pre-announcement events has been played is "3".
[0411] In step S5206, the MPU 52 updates the value of PRN, which is the number of times the pre-read animation has been played and is stored in RAM 54, by adding 1. In step S5207, the MPU 52 updates the value of the look-ahead hold number PN stored in RAM 54 by subtracting 1.
[0412] In step S5208, it is determined whether the value of the number of lookaheads stored in RAM 54, PN, is "0" or less. If the MPU52 determines in step S5208 that the value of the pre-read hold count PN is "0" or less, it clears the pre-read performance flag stored in RAM54 in step S5209. As a result, the MPU52 terminates the pre-read performance. In response to this, if the MPU52 determines in step S5208 that the value of the pre-read hold number PN is not "0" or less, it terminates the pre-read effect completion decision process without executing the process in step S5209.
[0413] Next, we will explain the processing that occurs when the MPU52 determines in step S5202 that the runtime lookahead hold APN is not less than the lookahead hold PN (processing from step S5210 onwards). In step S5210, the MPU 52 executes a pending synthesis notification generation process. In this pending synthesis notification generation process, the MPU 52 determines the generation of a pending synthesis notification based on the number of pending synthesis notifications CN stored in the RAM 54 that have been consumed.
[0414] Here, the combined hold notification is a notification display that combines multiple game rounds to make them appear to the player as a single game round. This combined hold notification occurs only during a pre-read effect and is designed to consume the holds without consuming the pre-read effect. In this reference form, the combined hold notification generates a pseudo-consecutive effect that, after the variation display starts on the symbol display device 36, executes a pseudo-variation display that shows a predetermined stop result over multiple game rounds, thereby pseudo-combining multiple game rounds and making them appear to the player as a single game round. In this reference form, the combined hold notification employs a pseudo-consecutive win animation, but other notification displays may also be used. In short, the combined hold notification can be any notification display that pseudo-combines multiple game rounds and presents them to the player as a single game round.
[0415] Specifically, in the pending combination notification generation process of step S5210, the MPU52 determines the occurrence of the first pending combination notification, i.e., the first pseudo-consecutive performance, if the number of times pending combination notifications have been consumed CN is "0", the MPU52 determines the occurrence of the second pending combination notification, i.e., the second pseudo-consecutive performance, if the number of times pending combination notifications have been consumed CN is "1", and the MPU52 determines the occurrence of the N+1th pending combination notification, i.e., the N+1th pseudo-consecutive performance, if the number of times pending combination notifications have been consumed CN is "N".
[0416] In step S5211, the MPU 52 sets a pending synthesis notification command. The MPU 52 then stores the pending synthesis notification command in the command list stored in the command list storage area 541 of the RAM 54. Here, the value of the number of pending synthesis notifications CN stored in the RAM 54 is included in the pending synthesis notification command stored in the command list storage area 541 of the RAM 54. This pending synthesis notification command is sent to the display control device 6 in the command transmission process of step S2006 described above.
[0417] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the generation of a reserved combined notification on the symbol display device 36, based on the reserved combined notification generation command transmitted from the MPU 52 and the number of times the reserved combined notification has been consumed CN included in this command. Then, each time a predetermined image update timing (for example, every 20 msec) occurs, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the symbol display device 36 displays the reserved combined notification on the display screen G to notify the player of the generation of the reserved combined notification. Specifically, if the number of times a pending combination notification has been played CN is "0", the MPU52 notifies the player of the occurrence of the first pending combination notification, i.e., the first pseudo-consecutive performance; if the number of times a pending combination notification has been played CN is "1", the MPU52 notifies the player of the occurrence of the second pending combination notification, i.e., the second pseudo-consecutive performance; and if the number of times a pending combination notification has been played CN is "N", the MPU52 notifies the player of the occurrence of the N+1th pending combination notification, i.e., the N+1th pseudo-consecutive performance.
[0418] In step S5212, the MPU 52 updates by adding 1 to the value of the digestion count CN of the pending composite announcement stored in the RAM 54. In step S5213, the MPU 52 determines whether the value of the digestion count CN of the pending composite announcement stored in the RAM 54 is less than or equal to "1".
[0419] When the MPU 52 determines in step S5213 that the value of the digestion count CN of the pending composite announcement is less than or equal to "1" (when generating the first pending composite announcement), it executes the processes after step S5204 described above. In other words, the MPU 52 executes the generation of the pre-reading effect and the generation of the first pending composite announcement, that is, the generation of the first pseudo-sequence effect, during one game round. On the other hand, when the MPU 52 determines in step S5213 that the value of the digestion count CN of the pending composite announcement is not less than or equal to "1" (when generating the second and subsequent pending composite announcements), in step S5214, it determines whether the value of the on-execution pre-reading hold count APN obtained in step S5201 is less than or equal to "0".
[0420] When the MPU 52 determines in step S5214 that the value of the on-execution pre-reading hold count APN is less than or equal to "0", it executes the processes after step S5208 described above. On the other hand, when the MPU 52 determines in step S5214 that the value of the on-execution pre-reading hold count APN is not less than or equal to "0", it ends the pre-reading effect digestion determination process. In this way, the MPU 52 is configured not to execute the generation of the pre-reading effect and the generation of the second and subsequent pending composite announcements, that is, the generation of the second and subsequent pseudo-sequence effects, during one game round.
[0421] Returning to the description of the process of determining the effect pattern, the processes after step S5103 will be described with reference to FIG. 34. After executing the pre-reading effect digestion determination process in step S5102, the MPU 52 executes the processes after step S5103 described above.
[0422] In step S5103, it is determined whether the value of the number of times the pending combined notification has been consumed, CN, stored in RAM54, is "0" or less. If the MPU52 determines in step S5103 that the value of the number of times the pending combined notification has been consumed CN is "0" or less, it executes the pseudo-consecutive performance determination process in step S5104. In the pseudo-consecutive performance determination process, the MPU52 performs a lottery to determine whether or not to generate a notification display that will cause a normal pseudo-consecutive performance in which the aforementioned pseudo-variation display is executed multiple times during a single game.
[0423] After executing the process in step S5104, or if it is determined in step S5103 that the value of the number of times the pending combined notification has been consumed CN is not "0" or less, the MPU52 executes the process of determining other performance patterns in step S5015. In the process of determining other performance patterns, the MPU52 performs a lottery to determine whether or not to generate a notification display other than the pre-reading effect and the pseudo-consecutive effect. After that, the MPU52 terminates the process of determining the performance pattern. Thus, the MPU52 is designed not to trigger the normal pseudo-consecutive win animation when a pending combination notification occurs.
[0424] In response to this, if the MPU52 determines in step S5101 that the pre-reading animation flag is not set in the RAM54, then in step S5106 it determines whether or not the second hold animation flag is set in the RAM54.
[0425] If the MPU52 determines in step S5106 that the second hold animation flag is not set in RAM54, it executes the processes described above from step S5104 onwards. In response to this, if the MPU 52 determines in step S5106 that the second hold animation flag is set in RAM 54, it executes the second hold animation generation process in step S5107. In this second hold animation generation process, the MPU 52 generates a second hold animation that is executed only when the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb is moved to the execution area SAE, while no pre-read animation has occurred. This second hold animation will be explained in detail later.
[0426] In step S5108, the MPU 52 sets the command to generate the second hold animation. The MPU 52 then stores the command to generate the second hold animation in the command list stored in the command list storage area 541 of the RAM 54. This command to generate the second hold animation is sent to the display control device 6 in the command transmission process of step S2006 described above.
[0427] The MPU 62 of the display control device 6 reads a data table from the program ROM 63 for executing the second hold animation on the symbol display device 36 based on the second hold animation generation command transmitted from the MPU 52. Then, at predetermined image update timings (for example, every 20 msec), the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also uses (or processes) the image data stored in the expansion buffer 68 to create drawing data in the frame buffer 69. As a result, the symbol display device 36 displays the second hold animation on the display screen G to notify the player of the occurrence of the second hold animation.
[0428] <Regarding the occurrence of pre-announcement effects and the subsequent events> Figure 36 shows the display screen of the symbol display device when the notification hold information is stored in the fourth area of the first sub-side hold area. Specifically, Figure 36(A) shows the state in which the notification hold information is stored in the fourth area of the first sub-side hold area. Figure 36(B) shows the state after the first pre-reading effect has been played after the notification hold information has been stored in the fourth area of the first sub-side hold area. Figure 36(C) shows the state after the second pre-reading effect has been played after the notification hold information has been stored in the fourth area of the first sub-side hold area. Figure 36(D) shows the state after the third pre-reading effect has been played after the notification hold information has been stored in the fourth area of the first sub-side hold area. Figure 36(E) shows the state after the fourth pre-reading effect related to the notification hold information has been played after the notification hold information has been stored in the fourth area of the first sub-side hold area.
[0429] As shown in Figure 36(A), the MPU 62 transitions to the high-speed variation period by starting the variation display of multiple pattern rows Z1 to Z3 (see Figure 3) displayed on the display screen G of the pattern display device 36, based on the variation start command transmitted from the MPU 52. During this high-speed variation period, the MPU 62 starts the variation display by periodically scrolling the patterns in each pattern row Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In Figure 36(A), the MPU 62 starts the variation display based on the variation start command related to the normal hold information stored in the execution area SAE.
[0430] Subsequently, based on the stop result command transmitted from MPU52, MPU62 notifies the result of the win / loss lottery by stopping and displaying various combinations of symbols on the active line L as the stop result (not shown in the diagram).
[0431] Furthermore, if the MPU 52 determines in step S2206 that a notification hold should be generated, in step S2207M it executes the notification hold generation process and stores the notification hold information in the first available storage area of the sub-side hold area, that is, the storage area corresponding to the sub-side start hold ...
Claims
[Claim 1] A gaming machine comprising: a launching means for launching game balls toward a game area formed on the front of a game board; a starting ball entry means into which game balls flowing down the game area can enter and which executes a predetermined lottery based on such entry; a variation display means for which a variation in the number of game rounds is displayed based on the entry of game balls into the starting ball entry means; an operating means capable of executing a predetermined operation and performance based on the player's operation; and a performance execution means for executing a performance including the predetermined operation and performance, The aforementioned performance execution means is An operation performance suggestion means that suggests to the player the operation mode of the aforementioned operation means, The system includes an operation performance execution means that causes the predetermined operation performance to be executed when the operation means is operated in accordance with the operation mode of the operation means suggested by the operation performance suggestion means, The aforementioned operating means is First operating means and It comprises a second operating means different from the first operating means, The aforementioned operation and performance execution means is A gaming machine characterized in that, when the first operating means is operated under predetermined conditions, the predetermined operating performance can be executed by changing a specific timing in the predetermined operating performance, and when the second operating means is operated, the predetermined operating performance can be executed without changing the specific timing in the predetermined operating performance.