Gaming machine

The gaming machine improves game performance by implementing advanced information acquisition, storage, and privilege granting mechanisms, enhancing player interaction and engagement through dynamic notification and display modes.

JP7700436B2Active Publication Date: 2025-07-01SANYO BUSSAN KK
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Patent Information

Application Number
JP2020177246
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-10-22
Publication Date
2025-07-01
Estimated Expiration
2040-10-22

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack enhancements in game performance and player engagement through improved information acquisition, storage, and privilege granting mechanisms.

Method used

The gaming machine incorporates information acquisition means, storage means, grant determination means, privilege grant means, and control mechanisms to manage game replay operations, notifications, and display modes, allowing for enhanced player interaction and engagement through various modes of information presentation and privilege granting.

Benefits of technology

This enhances game performance by providing dynamic and engaging gameplay experiences with improved player interaction and notification systems, increasing player engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of suitably performing control of a game state.SOLUTION: A special pattern winning / losing lottery is executed when game balls enter a first operation hole or a second operation hole, and control is shifted to an opening / closing execution mode more advantageous to a player than a normal game state when the lottery results in a jackpot. A game machine has time-shortening game states separately from an opening / closing execution mode as a specific game state more advantageous to a player than a normal game state. The game machine also has a second time-shortening game state to be started based on arrival at a ceiling and a third time-shortening game state to be started based on a particular losing result as time-shortening game states. In one game round, order of control processing is prescribed so as to execute shift determination for the third time-shortening game state after execution of shift determination for the second time-shortening game state.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] In gaming machines such as pachinko machines, for example, a lottery process is executed based on a predetermined lottery trigger, and the lottery result becomes a specific result When this occurs, a predetermined privilege is given to the player which is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Here, in gaming machines such as those exemplified above Game performance there is still room for improvement in performing.

[0005] The present invention has been made in view of the above-exemplified circumstances and the like, Suitably perform game performance and an object thereof is to provide a gaming machine capable of

Means for Solving the Problems

[0006] The first invention of the present application is information acquisition means for acquiring special information based on the establishment of a predetermined acquisition condition, acquired information storage means for storing the special information acquired by the information acquisition means with a predetermined number as an upper limit, grant determination means for determining whether or not the special information stored in the acquired information storage means corresponds to the grant information, Based on the result of the grant determination by the grant determination means being a grant correspondence result indicating that the special information to be determined corresponds to the grant information, a privilege grant means capable of granting a privilege to the player, Based on the grant determination being performed by the grant determination means, a game replay operation is started, and a game replay control means that controls a predetermined notification means so that the game replay operation is performed, with one game replay being defined as the game replay operation starting based on the grant determination and ending as a notification result corresponding to the determination result of the grant determination. Means enabling a predetermined reach performance to be performed during the execution of the game return operation, A reservation notification means that performs reservation notification using the predetermined notification means or a notification means different from the predetermined notification means so that the player can recognize at least the number of reserved game replays before execution. A pre-specification means that specifies information corresponding to the determination result when the predetermined special information acquired by the information acquisition means becomes the object of the grant determination at a timing earlier than when the special information becomes the object of the grant determination. A specific mode means capable of making the notification mode of the reservation notification different from the normal mode based on the specification result of the pre-specification means. Comprising In the specific mode, a plurality of types of modes are set so that the degree of expectation of becoming the grant correspondence result is different. A means for determining which of the plurality of types of modes the notification mode of the reservation notification will be based on the specification result of the pre-specification means. A means for storing in a predetermined storage area predetermined information capable of specifying which of the plurality of types of modes the notification mode of the reservation notification in the specific mode is. Comprising In a situation where the notification mode of a predetermined reservation notification is the specific mode in the first effect state, it is configured to be able to become a second effect state in which at least the reservation notification according to the specific mode or the reservation notification is not executed for the predetermined reservation notification. The second performance state is different from the predetermined reach performance, After the end of the second presentation state, for at least the predetermined hold notification, without making the determination based on the identification result of the destination identification means, a means is provided to perform a hold notification in the same notification mode as the notification mode before the second presentation state among the plurality of types of modes based on the predetermined information stored in the predetermined storage area. The game return operation is configured such that a transition from the first presentation state to the second presentation state can be executed during the execution of Means enabling a specific notification capable of executing a suggestion of a change in the notification mode to be performed before the notification mode of the hold notification becomes any of the plurality of types of modes, After the end of the second performance state, the specific notification is not performed when the hold notification for the predetermined hold notification is performed in the same notification mode as the notification mode before the second performance state, the plurality of types of modes is , a first mode and a second mode with a higher degree of expectation of becoming the grant correspondence result than the first mode included , It is characterized in that a transition from the first presentation state to the second presentation state is possible in a situation where the notification mode of the predetermined hold notification specified as the specific mode is the first mode, and a transition from the first presentation state to the second presentation state is possible in a situation where the notification mode of the predetermined hold notification specified as the specific mode is the second mode. Further, a second invention of the present application is information acquisition means for acquiring special information based on the establishment of a predetermined acquisition condition, acquisition information storage means for storing the special information acquired by the information acquisition means with a predetermined number as an upper limit, grant determination means for determining whether the special information stored in the acquisition information storage means corresponds to the grant information, privilege granting means capable of granting a privilege to a player based on the result of the grant determination by the grant determination means being a grant correspondence result indicating that the special information to be determined corresponds to the grant information, game turn control means for controlling a predetermined notification means so that a game turn operation is started based on the grant determination being performed by the grant determination means, and the game turn operation is ended as a notification result corresponding to the determination result of the grant determination, and the game turn operation is performed. Means enabling a predetermined reach performance to be performed during the execution of the game return operation, A means for performing a hold display capable of a display that enables a player to recognize the number of holds in the game rounds before execution and a display that enables the player to recognize the execution of the game rounds that were on hold by the predetermined notification means or a notification means different from the predetermined notification means, A pre-specifying means for specifying information corresponding to a determination result when a predetermined special information obtained by the information acquisition means becomes the subject of the granting determination at a timing earlier than when the special information becomes the subject of the granting determination, A specific mode means capable of making the display mode of the hold display different from the normal mode based on the specification result of the pre-specifying means, Comprising, In the specific mode, a plurality of types of modes are set so that the degree of expectation of becoming the corresponding result of the granting is different, A means for determining which of the plurality of types of modes the display mode of the hold display is to be based on the specification result of the pre-specifying means, A means for storing in a predetermined storage area predetermined information that can specify which of the plurality of types of modes the display mode of the hold display in the specific mode is, Comprising, In a situation where the display mode of a predetermined hold display is set to the specific mode in the first effect state, it is configured to be able to enter a second effect state in which at least the predetermined hold display is a hold display according to the specific mode or the hold display is not executed, The second performance state is different from the predetermined reach performance, After the end of the second effect state, for at least the predetermined hold display, without making the determination based on the specification result of the pre-specifying means, a hold display is performed in the same display mode as the display mode before entering the second effect state among the plurality of types of modes based on the predetermined information stored in the predetermined storage area, The game return operation During the execution of, it is configured to be able to shift from the first effect state to the second effect state, Means enabling a specific notification capable of executing a suggestion of a change in the display mode to be performed before the display mode of the hold display becomes any of the plurality of types of modes, After the end of the second performance state, the specific notification is not performed when the hold display for the predetermined hold display is performed in the same display mode as the display mode before the second performance state, the plurality of types of modes is , a first mode and a second mode with a higher expectation of becoming the grant correspondence result than the first mode included , It is characterized in that a transition from the first production state to the second production state is possible in a situation where the display mode of the predetermined hold display specified as the specific mode is the first mode, and a transition from the first production state to the second production state is possible in a situation where the display mode of the predetermined hold display specified as the specific mode is the second mode.

Effect of the Invention

[0007] According to the present invention, Suitably game performance it becomes possible to perform.

Brief Description of the Drawings

[0008]

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Embodiment for Carrying Out the Invention

[0009] <First Embodiment> Hereinafter, a first embodiment of a pachinko gaming machine (hereinafter referred to as the "pachinko machine"), which is a type of gaming machine, will be described in detail with reference to the drawings. FIG. 1 is a perspective view of the pachinko machine 10 as seen from the front side, and FIGS. 2 and 3 are perspective views showing the main configuration of the pachinko machine 10 developed. Note that in FIG. 2, for the sake of convenience, the configuration within the game area PE of the pachinko machine 10 is omitted.

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

[0011] The outer frame 11 is formed by connecting plate materials on four sides and has a rectangular frame shape. By attaching and fixing the outer frame 11 to the island equipment, the pachinko machine 10 is installed in the game hall. Note that in the pachinko machine 10, the outer frame 11 is not an essential configuration, and it may be configured such that the outer frame 11 is provided in the island equipment of the game hall.

[0012] The game machine main body 12 is supported in a state that can be opened and closed by the outer frame 11. Specifically, an upper support fitting 17 is fixed to the connecting portion of the upper frame portion and the left frame portion of the outer frame 11, and a lower support fitting 18 is provided at the connecting portion of the lower frame portion and the left frame portion of the outer frame 11. These upper support fitting 17 and lower support fitting 18 constitute a support mechanism, and by this support mechanism, the game machine main body 12 can be rotated forward with respect to the outer frame 11 with the left side as the rotation base end side and the right side as the rotation tip end side in the front view of the pachinko machine 10 (see FIGS. 2 and 3).

[0013] As shown in FIG. 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. Note that the inner frame 13 of the gaming machine main body 12 is rotatably supported with respect to the outer frame 11. Specifically, the inner frame 13 is rotatable forward with the left side as the rotation base end side and the right side as the rotation tip end side in a front view.

[0014] The front door frame 14 is rotatably supported by the inner frame 13 and is rotatable forward with the left side as the rotation base end side and the right side as the rotation tip end side in a front view. Further, the back pack unit 15 is rotatably supported by the inner frame 13 and is rotatable backward with the left side as the rotation base end side and the right side as the rotation tip end side in a front view (see FIG. 3).

[0015] Next, the front door frame 14 will be described. As shown in FIG. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 having an outer shape substantially the same as that of the outer frame 11, and covers substantially the entire front surface of the inner frame 13. A substantially elliptical window portion 21 is formed in the central portion of the frame body 20 so that substantially the entire gaming area PE described later can be visually recognized from the front, and the window portion 21 is closed from the back side of the front door frame 14 by a glass unit 22.

[0016] The glass unit 22 includes a plurality of glass panels 23 having transparency and a glass holder for holding the glass panels 23. A partition portion for partitioning the holding area of the glass panel 23 is formed in the glass holder, and both glass panels 23 face each other front and back with the partition portion interposed therebetween. That is, by securing a predetermined gap between the two glass panels 23, the gaming area PE is covered doubly from the front side of the pachinko machine 10 by the glass panels 23 while avoiding interference between the glass panels 23.

[0017] Note that it is not always necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be individually attached to the frame body 20. Furthermore, the number of glass panels is arbitrary, and it may be one, or three or more. However, from the viewpoints of improving safety and crime prevention, it is preferable to adopt a plurality of glass panels and oppose them to each other front and back with a predetermined gap therebetween. Incidentally, it is also possible to adopt a synthetic resin panel member having transparency instead of the glass panel.

[0018] As shown in FIG. 1, light emitting means such as various lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a lamp portion (annular electric ornament portion) 26 incorporating light emitting means such as an LED is provided along the peripheral edge of the window portion 21. In the lamp portion 26, lighting and flashing are performed according to changes in the gaming state at the time of a big hit or a predetermined reach. Further, at the center of the lamp portion 26 and at the uppermost part of the pachinko machine 10, an error display lamp portion 27 that lights up at the time of a predetermined error is provided, and further, on the left and right sides thereof, a bonus ball lamp portion 28 that lights up during bonus ball payout is provided. In addition, a speaker portion 29 that outputs an effect sound or the like according to the gaming state is provided at a position close to the left and right bonus ball lamp portions 28.

[0019] Below the window portion 21 in the front door frame 14 (frame body 20), an upper bulging portion 31 and a lower bulging portion 32 that bulge forward are arranged side by side vertically. An upper tray 33 that opens upward is provided inside the upper bulging portion 31, and a lower tray 34 that also opens upward is provided inside the lower bulging portion 32. The upper tray 33 has a function of temporarily storing the game balls paid out from a payout device described later and guiding them to the game ball launching mechanism side described later while aligning them in a row. Further, the lower tray 34 has a function of storing the surplus game balls in the upper tray 33.

[0020] On the upper surface of the upper bulging portion 31, there is provided an effect operation unit 36 (specifically, a push operation button) manually operated by the player. For example, when the effect operation unit 36 is manually operated according to suggestions or the like displayed on the display screen G of the symbol display device 75 described later, the effect content on the display screen G or the like becomes a predetermined effect content corresponding to the operation.

[0021] On the right side of the lower bulging portion 32, a game ball launch handle 41 is provided so as to protrude forward. When the game ball launch handle 41 is operated, a game ball is launched from a game ball launch mechanism described later.

[0022] As shown in FIG. 2, a passage forming unit 45 is attached to the back surface of the front door frame 14. The passage forming unit 45 is formed of synthetic resin and has a front door side upper dish passage leading to the upper dish 33 and a front door side lower dish passage leading to the lower dish 34. In the passage forming unit 45, a receiving port protruding rearward and open upward is formed at its upper corner portion, and the entrance portion of the front door side upper dish passage and the entrance portion of the front door side lower dish passage are partitioned by partitioning the receiving port with a partition wall. The game balls that enter the front door side upper dish passage are guided to the upper dish 33, and the game balls that enter the front door side lower dish passage are guided to the lower dish 34.

[0023] On the rotation base end side of the back surface of the front door frame 14, projection shafts are provided at its upper end and lower end. These projection shafts constitute an assembling mechanism for the inner frame 13. Also, on the rotation tip side of the back surface of the front door frame 14, as shown in FIG. 2, a plurality of hook-shaped metal fittings 49 extending rearward are arranged in parallel in the vertical direction. These hook-shaped metal fittings 49 constitute a locking mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to FIGS. 2 and 3. The inner frame 13 is mainly composed of a resin base 50 having a substantially rectangular outer shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set slightly smaller than the height dimension of the outer frame 11. Further, the resin base 50 is disposed close to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A curtain plate is attached to the outer frame 11 so as to close this gap. The curtain plate is disposed below the resin base 50 (specifically, its lower end portion), and when the inner frame 13 is closed with respect to the outer frame 11, the resin base 50 will rest on the curtain plate.

[0025] Support brackets 51 and 52 are attached to the upper and lower ends of the resin base 50 on the rotation base end side of the front surface of the resin base 50. Axial holes are formed in the support brackets 51 and 52, and by inserting the protruding shafts of the front door frame 14 into these axial holes, the front door frame 14 is rotatably supported with respect to the inner frame 13.

[0026] Insertion holes for inserting the hook brackets 49 provided on the back surface of the front door frame 14 are respectively provided on the rotation tip side of the front surface of the resin base 50. In this pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is configured to be hidden and disposed on the back side of the inner frame 13. Therefore, when the hook bracket 49 is locked to the locking device 55 (specifically, the hook receiving member for the front door) through the insertion hole, the front door frame 14 is locked to the inner frame 13 so that it cannot be opened. Further, the locking device 55 has a plurality of hook members 57 for the inner frame that extend rearward of the inner frame 13. When these hook members 57 for the inner frame are caught by the hook receiving member 19 of the outer frame 11, the gaming machine main body 12 is locked in a state where it is closed with respect to the outer frame 11.

[0027] At the lower right corner of the resin base 50, a cylinder lock 58 for performing the unlocking operation of the locking device 55 is installed. The cylinder lock 58 is integrated with the locking device 55. When the key inserted into the keyhole of the cylinder lock 58 is turned to the right, the locking of the front door frame 14 with respect to the inner frame 13 is released. When the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the locking device 55 is configured such that the locking of the inner frame 13 with respect to the outer frame 11 is released.

[0028] A substantially elliptical window hole 54 is formed in the central portion of the resin base 50, and the window hole 54 is blocked from the rear by the game board 60 mounted on the resin base 50. The game board 60 includes a wooden plywood and a sheet material covering the front plate surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window hole 54. A game area PE where game balls flow down is formed on the exposed portion, that is, the front surface of the game board 60. Note that the game board 60 is not limited to being made of wood and can also be made of synthetic resin.

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

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

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

[0032] Note that the number of these prize balls is arbitrary. For example, the number of prize balls related to the first operating opening 62 and the number of prize balls related to the second operating opening 63 may be the same, or the number of prize balls related to the second operating opening 63 may be more than the number of prize balls related to the first operating opening 62. Also, the number of prize balls related to the variable winning device 65 may be the same as or less than the number of prize balls related to other operating openings or the like. Further, a configuration may be adopted in which a predetermined number of game balls are paid out when a game ball enters the through gate 64.

[0033] An out opening 68 is provided at the bottom of the game board 60, and game balls that do not enter various ball entry parts are discharged from the game area PE through the out opening 68. Here, ball entry means that a game ball passes through a predetermined opening part, and includes not only the mode in which the game ball is discharged from the game area PE after passing through the opening part, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening part. However, in the following description, in order to clearly distinguish from the entry of game balls into the out opening 68, the entry of game balls into the general winning opening 61, the operating openings 62, 63, the variable winning device 65, or the through gate 64 is also expressed as a winning.

[0034] In addition, a large number of pins 69 are implanted on the game board 60 to appropriately disperse and adjust the flow path of the game balls, etc., and various members (effect devices) such as windmills are arranged. The flow of the game balls is diversified by these pins 69 and various configurations such as windmills, and the winning at the general winning openings 61, etc. described above is adjusted to occur with an appropriate probability.

[0035] The variable display unit 67 is disposed at the central portion of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (FIG. 3), and its display screen G can be visually recognized through an opening provided at the central portion of the game board 60. A frame-shaped center frame 76 is attached to the front surface of the game board 60 corresponding to the peripheral edge of the opening.

[0036] The center frame 76 protrudes forward from the front surface of the game board 60, and the gap dimension between the front surface of the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. Thereby, it is avoided that the game balls flowing down in the game area PE flow into the inner area of the center frame 76 and contact the display screen G. Further, due to the center frame 76, the flow path when the game balls flow down in the game area PE is dispersed to the left and right, and a left route passing through the left side of the center frame 76 and a right route passing through the right side are formed.

[0037] Which of the left route and the right route the game ball flows down (passes through) is determined by the rotation operation amount of the game ball launch handle 41, that is, the launch momentum of the game ball. Since the launched game balls enter the game area PE from the upper left side of the game board 60, the stronger the launch momentum of the game balls, the easier it is for the game balls to flow down the right route.

[0038] Specifically, when the player performs a rotation operation of the game ball launch handle 41 with a rotation operation amount within a first range that is equal to or greater than a predetermined rotation amount and less than a reference rotation amount as a first launch operation, the launched game ball flows down the left route. When the player performs a rotation operation of the game ball launch handle 41 with a rotation operation amount within a second range that is equal to or greater than the reference rotation amount as a second launch operation, the launched game ball flows down the right route. Here, the predetermined rotation amount is the rotation operation amount at which the launched game ball can pass through a guide rail 100 described later and enter the game area PE. The reference rotation amount is the rotation operation amount at which the game ball is launched with a launch momentum that can reach the top of the center frame 76.

[0039] Below the center frame 76 (variable display unit 67), a first operation port 62 that is open upward is arranged. The first operation port 62 is located at the left and right center of the game board 60. Game components such as pins 69 are arranged so that game balls flowing down the right route do not win at the first operation port 62. That is, only game balls flowing down the left route can win at the first operation port 62. Therefore, when the player aims to win at the first operation port 62, the player launches the game ball so that the game ball flows down the left route and plays the game. A first operation port winning sensor 62a (FIG. 7) is provided at the first operation port 62, and the winning sensor 62a detects game balls that have won at the first operation port 62.

[0040] On the right side of the center frame 76 (variable display unit 67), a second operation port 63 is arranged. The configuration of the second operation port 63 will be described with reference to FIG. 5.

[0041] The second operation port 63 is provided with a general electric component 63a (variable receiving means) as a guide piece (support piece) composed of a pair of left and right movable pieces. Specifically, the pair of movable pieces that are rotatably supported in the left and right directions are arranged so as to sandwich the opening as the second operation port 63 from both the left and right sides.

[0042] Then, by rotating each of the movable pieces, it is possible to switch between the closed state (non-support state or non-guide state) shown in Fig. 5(a) and the open state (support state or guide state) shown in Fig. 5(b). Specifically, a protruding portion 63d is provided above the second operation port 63 so as to protrude forward. When the movable piece is in the standing posture as shown in Fig. 5(a), the gap between each of the movable pieces and the protruding portion 63d is less than the diameter of the game ball, and the inflow of the game ball into the second operation port 63 is blocked. On the other hand, when the movable piece rotates so as to incline outward as shown in Fig. 5(b), an opening large enough for the game ball to pass through is formed between the movable piece and the protruding portion 63d, and the inflow of the game ball into the second operation port 63 is allowed. A prize sensor 63c for the second operation port is provided in the second operation port 63, and the prize sensor 63c detects the game ball that has won a prize in the second operation port 63.

[0043] In addition, a driving portion 63b for driving each movable piece is provided in the general electric component 63a. Each movable piece is driven by the driving portion 63b through a link mechanism (not shown) to be switched between the open state (inclined posture) and the closed state (standing posture). Incidentally, no general electric component (opening and closing structure) is provided in the first operation port 62.

[0044] In the above configuration, winning a prize in the second operation port 63 is impossible when in the closed state, but it may also be a configuration where winning a prize is possible. That is, even if it is possible to win a prize in the second operation port 63 when in the closed state, it may be a configuration where it is more difficult to win a prize (it becomes difficult to win a prize) than in the open state. The main point is that as long as the ease of winning a prize in the second operation port 63 differs between the open state and the closed state, the degree of closing or opening is arbitrary. Also, the configuration of the general electric component 63a is not limited to the above. For example, the second operation port 63 may be opened and closed by the movable piece rotating back and forth, or sliding back and forth or left and right.

[0045] As shown in FIG. 4, a through gate 64 is disposed above (upstream side) the second operation port 63 in the right route. The through gate 64 has a through hole (not shown) penetrating in the vertical direction, and the game balls winning the through gate 64 pass through the through gate 64 and flow down the game area PE again. Therefore, the game balls winning the through gate 64 can also win the second operation port 63. A through winning sensor 64a (FIG. 7) is provided on the through gate 64, and the game balls winning the through gate 64 are detected by the winning sensor 64a.

[0046] The through gate 64 serves as a trigger for opening the general electric accessory 63a provided in the second operation port 63. Specifically, an internal lottery is performed when winning the through gate 64, and when the result of the internal lottery becomes an opening result (support winning), the general electric accessory 63a is changed from the closed state to the open state, and then an accessory opening / closing game (support execution mode) for returning to the closed state is executed.

[0047] A variable winning device 65 is disposed below (downstream side) the second operation port 63 in the right route. The configuration of the variable winning device 65 will be described with reference to FIG. 6.

[0048] The variable winning device 65 includes a large winning port 65a opening forward and an opening / closing door 65b for opening and closing the large winning port 65a. The large winning port 65a has a horizontally long rectangular shape in a front view and is sized such that a plurality of game balls can win simultaneously. The large winning port 65a communicates with a guide passage 65e provided on the back side of the game board 60, and all the game balls winning the large winning port 65a are configured to be guided to the guide passage 65e. A winning sensor 65c for the large winning port is provided in the guide passage 65e, and the game balls winning the large winning port 65a are detected by the winning sensor 65c.

[0049] In addition, the variable winning device 65 is provided with a drive unit 65d for driving the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown), and thus can be switched between a closed state (FIG. 6(a)) in which game balls cannot enter the big winning opening 65a and an open state (FIG. 6(b)) in which game balls can enter the big winning opening 65a. Specifically, normally, the opening / closing door 65b is in the closed state, and it is switched to the open state when winning the transition to the opening / closing execution mode (big win game) in the internal lottery.

[0050] The opening / closing execution mode is a mode that will be entered when winning a big win. The opening / closing execution mode will be described in detail later. As the opening mode of the variable winning device 65, in the case of a big win, there is a mode in which the variable winning device 65 is repeatedly opened with a plurality of rounds (for example, 10 rounds) as the upper limit, with the elapse of a predetermined time (for example, 30 seconds) or a predetermined number of winnings (for example, 10) as one round.

[0051] In the above configuration, when in the closed state, winning at the big winning opening 65a is impossible, but it may also be configured to allow winning. That is, even when in the closed state, although winning at the big winning opening 65a is possible, it may be configured to be less likely to win (more difficult to win) than in the open state. In short, as long as the ease of winning at the big winning opening 65a is different between the open state and the closed state, the degree of closing or opening can be arbitrary.

[0052] Here, for the second operation port 63, the through gate 64, and the variable winning device 65, only the game balls flowing down the right route can win. Therefore, when a player aims to win at the second operation port 63, the through gate 64, and the variable winning device 65, the player will shoot and play the game balls so that the game balls flow down the right route.

[0053] As shown in FIG. 4, a main display unit 81 is provided below the variable prize device 65. The main display unit 81 is arranged along the outer edge of the lower side of the game area PE and protrudes forward from the front surface of the game board 60. On the front surface of the main display unit 81, a special drawing display unit 43 and a normal drawing display unit 44 for displaying a predetermined pattern or the like are provided. These display units 43 and 44 can be visually recognized from the front through the glass unit 22 of the front door frame 14. Note that the gap dimension between the front surface of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. Thereby, it is avoided that the game ball passes in front of the main display unit 81, and the visibility of the various display units 43 and 44 is ensured.

[0054] The special drawing display unit 43 is provided with a first special drawing display unit AS for displaying the lottery result based on the winning in the first winning port 62, and a second special drawing display unit BS for displaying the lottery result based on the winning in the second winning port 63.

[0055] In the first special drawing display unit AS, a variable display of the pattern is performed triggered by the winning in the first winning port 62, and as a result of the stop of the variable display, the result of the internal lottery performed based on the winning in the first winning port 62 is shown. When the result of the internal lottery based on the winning in the first winning port 62 is a winning result corresponding to a big win, after the variable display is stopped in the first special drawing display unit AS and a predetermined pattern is displayed as the stop result, the above-described opening / closing execution mode is entered.

[0056] In the second special drawing display unit BS, a variable display of the pattern is performed triggered by the winning in the second winning port 63, and as a result of the stop of the variable display, the result of the internal lottery performed based on the winning in the second winning port 63 is shown. When the result of the internal lottery based on the winning in the second winning port 63 is a winning result corresponding to a big win, after the variable display is stopped in the second special drawing display unit BS and a predetermined pattern is displayed as the stop result, the above-described opening / closing execution mode is entered.

[0057] Hereinafter, in order to distinguish between the pattern that is variably displayed triggered by winning the first operation port 62 and the pattern that is variably displayed triggered by winning the second operation port 63, the former may be referred to as the first special symbol or the first special figure, and the latter may be referred to as the second special symbol or the second special figure.

[0058] Here, based on winning any of the operation ports 62, 63, variable display is started in the corresponding special figure display units AS, BS, and one game round in the special figure display units AS, BS corresponds to the period from when the variable display starts until a predetermined stop result is displayed and the variable display stops. However, one game round is not limited to the above content. For example, in a configuration where a single display area is provided and variable display is performed in that single display area regardless of which operation port 62, 63 a winning occurs at, one game round is defined as the period from when variable display starts in that single display area until the variable display stops in a state where a predetermined stop result is displayed.

[0059] Also, a special figure hold count display unit AM is provided in the main display unit 81. The number of times a game ball wins the first operation port 62 or the second operation port 63 can be held up to a maximum of 4 times, and the special figure hold count display unit AM can separately display the hold count of the first special figure (first operation port 62) and the hold count of the second special figure (second operation port 63).

[0060] The general symbol display unit 44 is a display unit for clarifying the result of an internal lottery performed based on winning the through gate 64. In this case, in the general symbol display unit 44, variable display of the pattern is performed triggered by winning the through gate 64, and as the stop result of the variable display, the result of the internal lottery performed based on winning the through gate 64 is clearly shown by the display. When the result of the internal lottery based on winning the through gate 64 is a winning result corresponding to a transition to a support state that opens the general electric accessory 63a, after a predetermined stop result is displayed in the general symbol display unit 44 and the variable display stops, a transition to the support state occurs. Note that the pattern variably displayed triggered by winning the through gate 64 may be referred to as the general symbol or the general figure.

[0061] Here, based on winning the through gate 64, the variable display is started on the general diagram display unit 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game round on the general diagram display unit 44. In the following, to distinguish between the game rounds on the general diagram display unit 44 and the game rounds on the special diagram display units AS and BS, the former may be referred to as general diagram game rounds, and the latter may be referred to as special diagram game rounds.

[0062] Also, a general diagram hold count display unit FM is provided on the general diagram display unit 44. The number of times a game ball has won the through gate 64 is held up to a maximum of 4 times, and the general diagram hold count display unit FM can display the hold count of the general diagram (through gate 64).

[0063] The special diagram display unit 43 and the general diagram display unit 44 are constituted by a segment display device having a plurality of segments, but are not limited thereto, and may be constituted by other display devices such as a liquid crystal display device.

[0064] Although not shown in the figure, a round display unit for indicating the number of rounds in the opening / closing execution mode is provided in the main display unit 81. In the round display unit, when the opening / closing execution mode is started or has been started, the display of the number of rounds is started. This display is continuously performed without changing the display content while the opening / closing execution mode is being executed, and ends when the opening / closing execution mode ends or has ended.

[0065] Next, the variable display unit 67 will be described. A symbol display device 75 for variably displaying (or variably displaying or switching the display) a symbol, which is a type of pattern, is provided in the variable display unit 67.

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

[0067] In the symbol display device 75, for example, symbols are arranged vertically in the upper, middle, and lower positions, and these symbols are variably displayed so as to be scrolled in the left - right direction. In this case, the variable display in the symbol display device 75 is started based on winning in the first operation port 62 or the second operation port 63. That is, when variable display is performed in the special figure display section 43, variable display is also performed in the symbol display device 75 accordingly. And when shifting to the jackpot game state (opening / closing execution mode) where the variable winning device 65 is in the open state, a predetermined symbol combination is stopped and displayed on the effective line set in advance in the symbol display device 75.

[0068] Also, in the symbol display device 75, hold display corresponding to the first special figure display section AS and the second special figure display section BS is performed. In this hold display, a predetermined hold - use image is displayed, and the number of holds of each operation port 63, 64 is indicated by the number of displayed images. Note that the number of holds is not limited to that indicated by the above - mentioned hold - use image, and it may be indicated by numerical display. Also, not limited to the symbol display device 75, for example, it may be a configuration indicated by a display section (a display section different from each hold - number display section AM, FM of the main display unit 81) or a light - emitting section (hold lamp section) provided on the game board 60 separately from the symbol display device 75.

[0069] Referring to FIG. 2 again, the configuration of the inner frame 13 will be described. Below the mounting area of the game board 60 in the resin base 50, a game ball launching mechanism 110 for launching a game ball toward the game area PE based on the operation of the game ball launching handle 41 is provided. The game ball launching mechanism 110 mainly includes a solenoid 111 that hits a game ball arranged at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game ball launched by the solenoid 111, a ball feeding device 113 that supplies a game ball to the launch standby position, and a base plate 114 to which these various components 111 - 113 are mounted. The base plate 114 is fixed to the resin base 50, whereby the game ball launching mechanism 110 is integrated with the resin base 50.

[0070] The launch rail 112 is fixed to the base plate 114 in an inclined state so as to be inclined upward toward the game board 60 side. A ball stopper for holding the game ball supplied from the ball feeding device 113 at the above-described launch standby position is provided at a position closer to the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is disposed at a position further downstream than the ball stopper.

[0071] The solenoid 111 is electrically connected to a power supply and a launch control device, which will be described later. Based on the output of an electrical signal from the power supply and the launch control device, the output shaft of the solenoid 111 reciprocates in the telescopic direction, whereby the game ball placed at the launch standby position is launched toward the game board 60 side, specifically, toward the guiding rail 100 attached to the game board 60.

[0072] As shown in FIG. 4, the guiding rail 100 demarcates the game area PE so that the outer shape of the game area PE is substantially circular. The guiding rail 100 is composed of an inner rail 101 and an outer rail 102 arranged to face each other with a gap slightly larger than the diameter of the game ball therebetween, and a single guiding passage 103 is demarcated by these two rails 101 and 102. The guiding passage 103 has an entrance portion opened at the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the upper part of the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of the launch rail 112 → the guiding rail 100 (entrance portion → exit portion).

[0073] Note that a backflow prevention member 106 for preventing the game ball that has reached the game area PE from flowing back into the guiding passage 103 is attached near the tip of the inner rail 101, specifically, on the front side of the exit portion on the game board 60, suppressing the prevention of the subsequent game ball from being launched by the game ball that has reached the game area PE first.

[0074] As shown in FIG. 2, the guide rail 100 and the launch rail 112 are arranged such that the inlet portion of the guide rail 100 and the tip portion of the launch rail 112 face diagonally across the lower edge of the game board 60. That is, the two rails 100 and 112 are arranged such that the inlet portion of the guide rail 100 and the tip portion of the launch rail 112 are displaced left and right in the vicinity of the lower edge of the game board 60. Thereby, while bringing the two rails 100 and 112 closer to the lower edge of the game board 60, a gap with a predetermined interval is formed between the inlet portion of the guide rail 100 and the launch rail 112.

[0075] Below the gap formed in this way, a foul ball passage 46 is provided. The foul ball passage 46 is integrally formed with the passage forming unit 45 of the front door frame 14. If the game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns in the reverse direction in the guide passage 103 as a foul ball, those foul balls will enter the foul ball passage 46 through the above gap. The foul ball passage 46 communicates with the lower dish passage on the front door side, and the game balls that have entered the foul ball passage 46 are discharged to the lower dish 34. Thereby, while suppressing the interference between the foul ball and the game ball to be launched next, the game ball that has become a foul ball is returned to the player.

[0076] In the resin base 50, a through hole penetrating the resin base 50 in the front-rear direction is formed on the left side of the launch rail 112 (specifically, the side supporting the front door frame 14), and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50 and has a main body side upper dish passage and a main body side lower dish passage. The upstream sides of those main body side upper dish passage and main body side lower dish passage communicate with a game ball distribution unit to be described later. Further, the receiving portion of the passage forming unit 45 attached to the front door frame 14 enters below the passage forming member 121, the front door side upper dish passage is disposed below the main body side upper dish passage, and the front door side upper dish passage is disposed below the main body side lower dish passage.

[0077] Below the passage forming member 121 in the resin base 50, an opening / closing member 124 for opening and closing the main body side upper dish passage and the main body side lower dish passage is attached. The opening / closing member 124 is supported so as to be rotatable in the front-rear direction by a support shaft provided at its lower end, and further, a biasing member for biasing the opening / closing member 124 to the front position for closing the main body side upper dish passage and the main body side lower dish passage is provided. Therefore, when the front door frame 14 is opened with respect to the inner frame 13, the opening / closing member 124 rises as shown in the figure, and closes the main body side upper dish passage and the main body side lower dish passage. Thereby, when the front door frame 14 is opened in a state where game balls are stored in the main body side upper dish passage or the main body side lower dish passage, inconveniences such as the stored balls spilling can be prevented. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper dish passage communicates with the front door side upper dish passage, and further, the main body side lower dish passage communicates with the front door side lower dish passage.

[0078] Next, based on FIG. 3, the back configuration of the inner frame 13 (resin base 50 and game board 60) will be described.

[0079] On the rotation base end side on the back surface of the resin base 50, bearing metal fittings 132 are arranged vertically side by side. In the bearing metal fittings 132, bearing portions are formed at intervals in the vertical direction, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.

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

[0081] A display control device is attached to the variable display unit 67 disposed at the center of the game board 60 so as to cover the variable display unit 67 from behind (illustration omitted). And, an effect control device unit 142 is mounted behind the display control device so as to overlap the display control device. The effect control device unit 142 has a configuration including an effect control device 143 and a mounting base 144, and the effect control device 143 is mounted on the mounting base 144.

[0082] The effect control device 143 includes an effect control board that controls sound, lamp display, and the display control device according to instructions from the main control device described later, and the effect control board is housed in a board box 145 made of a transparent resin material or the like.

[0083] As shown in FIG. 3, a collecting plate 150 is provided below the variable display unit 67 on the back surface of the game board 60. The collecting plate 150 is provided with a game ball collecting mechanism that collects game balls that have won in various winning openings, a detection mechanism that detects the entry of game balls into various winning openings, and the like.

[0084] Regarding the game ball collecting mechanism, the collecting plate 150 is provided with collecting passages that individually correspond to various ball entry parts such as the general winning opening 61. These collecting passages descend along the back surface of the game board 60 from those ball entry parts and define the dropping path of the game balls. Each collecting passage converges near the lower end of the game board 60, and the game balls that have passed through the ball entry parts such as the general winning opening 61 will all gather at the lower part of the game board 60 through the collecting passages. The outlet part of each collecting passage is open downward, and a discharge passage is provided on the front side thereof (specifically, below the game board 60). The game balls that have gathered below the game board 60 by the collecting passages are led to the discharge passage. Note that the out port 68 also communicates with the discharge passage in the same manner, and the game balls that have not won in any of the winning openings are also led to the discharge passage through the out port 68.

[0085] Regarding the detection mechanism, on the collective board 150, prize sensors (detection sensors) are provided corresponding individually to various ball-in ports such as the general winning port 61. These various prize sensors are arranged at intermediate positions of the respective recovery passages that are continuous with the ball-in ports such as the general winning port 61, and detect the passage of the game balls in a state where the falling path of the game balls is defined in the respective recovery passages. That is, when the game balls pass through the detection areas provided at intermediate positions of the respective recovery passages, the entry of the game balls into the ball-in ports such as the general winning port 61 is detected. The prize sensor is constituted by, for example, a magnetic sensor that grasps the change in the magnetic field that occurs when the game balls pass through the detection area.

[0086] These various prize sensors are electrically connected to a main control device unit 160 (specifically, the main control device) provided on the back side of the game board 60, and a configuration is adopted in which detection signals from these prize sensors are output to the main control device. Hereinafter, the main control device unit 160 and the configurations associated therewith will be described.

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

[0088] The board box 163 includes a substantially rectangular parallelepiped box base (front case body) and a box cover (rear case body) that covers the opening of the box base. The box base and the box cover are connected in a non-openable manner by a sealing portion as a sealing means, whereby the board box 163 is sealed. A plurality of sealing portions are provided on the long side portion of the board box 163, and at least one of them is used for the sealing process.

[0089] The sealing part can have any configuration as long as it connects the box base and the box cover in a non-openable manner. However, the box base and the box cover are non-openably connected by inserting the locking claws into the long holes that make up the sealing part. The sealing process by the sealing part prevents unauthorized opening after sealing, and even if unauthorized opening occurs, such a situation can be discovered early and easily. It is possible to perform the sealing process again even after once opening. That is, among the plurality of sealing parts, the sealing process is performed by inserting the locking claws into at least one of the long holes. When opening the substrate box 163 when a problem occurs in the housed main control board or during inspection of the main control board, etc., the connection part between the sealing part into which the locking claw is inserted and the other sealing parts is cut. Thereby, the box base and the box cover of the substrate box 163 are separated, and the internal main control board can be taken out. Thereafter, when performing the sealing process again, the locking claws are inserted into the long holes of the other sealing parts. If a history indicating that the substrate box 163 has been opened is left on the substrate box 163, it is easy to discover that unauthorized opening has been performed by looking at the substrate box 163.

[0090] On one short side of the substrate box 163, a plurality of coupling pieces are provided so as to protrude laterally therefrom. These coupling pieces correspond one-to-one with a plurality of coupled pieces formed on the mounting base 161, and the sealing process is performed between the substrate box 163 and the mounting base 161 by the coupling pieces and the coupled pieces.

[0091] Next, the back pack unit 15 will be described with reference to FIGS. 2 and 3.

[0092] As shown in FIG. 2, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 includes a back pack 201, and a payout mechanism unit 202, a discharge passage board 203, and a control device assembly unit 204 are attached to the back pack 201.

[0093] The back pack 201 is formed of a synthetic resin having transparency, and has a base portion 211 to which a payout mechanism portion 202 and the like are attached as shown in FIG. 3, and a protective cover portion 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right side surfaces and the upper surface are closed and only the lower surface is open, and has a size sufficient to surround at least the variable display unit 67.

[0094] An external output terminal 213 is provided at the upper right portion of the base portion 211. Various output terminals are provided on the external output terminal 213, and various signals are output to the hall computer HC (management control device) on the hall side of the game hall through these output terminals. Further, a pair of upper and lower latching pins are provided at the right end portion of the base portion 211 as viewed from the rear of the pachinko machine 10. By inserting the latching pins into a bearing fitting 132 (specifically, a bearing portion) provided on the inner frame 13, the back pack unit 15 is rotatably supported with respect to the inner frame 13. Further, a fastening member for fastening to a fastened hole provided on the inner frame 13 is provided at the rotation tip portion of the base portion 211. By fitting the fastening member into the fastened hole, the back pack unit 15 is fixed with respect to the inner frame 13.

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

[0096] The game ball distribution unit has a function of distributing the game balls paid out from the payout device 222 to any one of the upper tray 33, the lower tray 34, or the discharge passage described later. The inner opening communicates with the upper tray 33 through the main body side upper tray passage and the front door side upper tray passage described above, and the outer opening is formed to communicate with the lower tray 34 through the main body side lower tray passage and the front door side lower tray passage.

[0097] As shown in FIG. 3, at the lower end of the base portion 211, a discharge passage board 203 and a control device assembly unit 204 are attached so as to sandwich the lower end portion in the front-rear direction. A discharge passage that is open rearward is formed on the surface of the discharge passage board 203 facing the control device assembly unit 204, and the opening of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to the island facilities in the game hall, etc. The game balls led out from the above-described recovery passage, etc. to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

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

[0099] In the payout control device 181, a payout control board for controlling the payout device 222 is housed in a board box, and a state return switch provided on the payout control board protrudes outside the board box. For example, when the state return switch is pressed at the time of occurrence of a payout error such as ball jamming in the payout device 222, the ball jamming is resolved.

[0100] The power supply and launch control device 191 houses a power supply and launch control board in a board box. By this board, a predetermined power supply required for various control devices, etc. is generated and output, and further, the control of the launch of the game ball accompanying the operation of the game ball launch handle 41 by the player is performed.

[0101] The power supply and emission control device 191 is provided with a power failure monitoring unit (power failure monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power failure state such as a power cut. The pachinko machine 10 has a function of storing and holding various data, and even if a power failure occurs, the state at the time of the power failure is held, and when returning from the power failure, it can return to the state at the time of the power failure. For example, when the power supply is turned off in the normal procedure as in the case of the end of business in the game hall, the state before the cut-off is stored and held. Further, the power supply and emission control device 191 is provided with a RAM erase switch. When the power is turned on while pressing the RAM erase switch, the RAM data is initialized.

[0102] <Electrical Configuration of Pachinko Machine 10> Next, the electrical configuration of the pachinko machine 10 will be described based on the block diagram of FIG. 7.

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

[0104] The RAM 314 is configured to be able to hold (backup) data by the backup voltage from the power supply and emission control device 191 even after a power failure state occurs. In the RAM 314, a backup area is provided separately from the area for temporarily storing various data and the like. The backup area is an area for storing the stack pointer at the time of power off, the values of each register, I / O, etc. when a power failure state occurs. When returning from the power failure state (when power is restored), the state of the pachinko machine 10 can be restored to the state before the power failure based on the information in the backup area.

[0105] In the configuration shown in FIG. 7, the ROM 313 and the RAM 314 are integrated into one chip with the MPU 312, but the present invention is not limited to this, and they may be configured as individual chips. The same applies to the MPU of the control device other than the main control device 162.

[0106] The MPU 312 is provided with an input port and an output port, respectively. On the input side of the MPU 312, a payout control device 181 and a power supply and emission control device 191 are connected. In addition, various sensors are connected to the input side of the MPU 312. The various sensors include a general winning port 61, a first operating port 62, a second operating port 63, a through gate 64, a general winning port winning sensor 61a for detecting winning in the variable winning device 65, a first operating port winning sensor 62a, a second operating port winning sensor 63c, a through winning sensor 64a, a big winning port winning sensor 65c, etc. In the MPU 312, based on the detection results of these various sensors 61a, 62a, 63c, 364a, 65c, a winning determination (a ball entry determination) for each ball entry section is made. Further, in the MPU 312, various lotteries are executed based on winning in the first operating port 62, the second operating port 63, and the through gate 64.

[0107] On the output side of the MPU 312, a payout control device 181 and an effect control device 143 are connected. To the payout control device 181, for example, a prize ball command is output based on the winning determination result for the prize ball corresponding ball entry section corresponding to the payout of the prize ball.

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

[0109] On the output side of the MPU 312, as various drive units, a drive unit 63b for the general electric accessory 63a and a drive unit 65d for the variable prize device 65 are connected. Various driver circuits are provided on the main control board 311, and through the driver circuits, the MPU 312 executes drive control of various drive units. Specifically, when a transition to the opening / closing execution mode occurs, drive control of the drive unit 65d is executed in the MPU 312 so that the opening / closing door 65b of the variable prize device 65 is driven. Also, when a transition to the support state occurs, drive control of the drive unit 63b is executed in the MPU 312 so that each movable piece of the general electric accessory 63a is driven. Further, at each special figure game turn, display control of the first special figure display section AS or the second special figure display section BS in the special figure display section 43 is executed. Also, at a general figure game turn, display control of the general figure display section 44 is executed.

[0110] Furthermore, the above-described external output terminal 213 is connected to the output side of the MPU 312, and information regarding ball entry information into various ball entry parts and lottery results such as jackpot is output to the hall computer HC through this external output terminal 213. Thereby, it becomes possible for the hall computer HC to grasp the state of the pachinko machine 10 and the like.

[0111] The power supply and launch control device 191 is connected to, for example, a commercial power supply (external power supply) in a game parlor or the like. Then, based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 311, the payout control device 181, etc., respectively, and supplies the generated operating power.

[0112] The power supply and emission control device 191 is provided with a power failure monitoring unit 315, which monitors the 24-volt DC stabilized voltage output from the power supply and emission control device 191. When the output voltage from the power supply and emission control device 191 becomes less than 22 volts, the power failure monitoring unit 315 determines that a power failure (power cut-off) has occurred and outputs a power failure signal to the NMI terminal (non-maskable interrupt terminal) provided in the MPU 312 of the main control device 162. As a result, the main control device 162 recognizes the occurrence of a power failure and immediately executes NMI interrupt processing, and further executes power failure processing based on this. Incidentally, the power supply and emission control device 191 is provided with a power supply unit for power failure such as a backup capacitor, and when a power failure or the like occurs or when the power of the pachinko machine 10 is in the OFF state, power for storage retention is supplied from the power supply unit for power failure to the RAM 314 of the main control device 162. Further, the power supply and emission control device 191 is responsible for the emission control of the game ball emission mechanism 110, and the game ball emission mechanism 110 is driven when predetermined emission conditions are met.

[0113] Based on the bonus ball command input from the main control device 162, the payout control device 181 performs payout control of bonus balls and loan balls by the payout device 222.

[0114] Based on various commands input from the main control device 162, the effect control device 143 drives and controls the lamp units 26 to 28 and the speaker unit 29 provided on the front door frame 14, and controls the display control device 350. The display control device 350 executes display control of the symbol display device 75 based on the commands input from the effect control device 143. In this case, based on various commands input from the main control device 162, the effect control device 143 determines the symbol variation display time and the type of symbol combination to be finally stopped and displayed on the symbol display device 75, and determines the presence or absence of a reach occurrence and the content of the reach effect.

[0115] Here, the display content of the symbol display device 75 will be described based on FIGS. 8 to 10.

[0116] As shown in FIGS. 8(a) to 8(j), a symbol, which is a kind of pattern, is composed of nine main symbols each attached with a number from "1" to "9" and a sub-symbol composed of a shell-shaped picture symbol. More specifically, nine main symbols are formed by attaching the numbers from "1" to "9" to nine character symbols such as octopuses respectively.

[0117] As shown in FIG. 9(a), on the display screen G of the symbol display device 75, three symbol columns Z1, Z2, and Z3 in the upper, middle, and lower rows are set. Each symbol column Z1 to Z3 is composed of a main symbol and a sub-symbol arranged in a predetermined order. Specifically, in the upper symbol column Z1, nine main symbols from "1" to "9" are arranged in descending order of numbers, and one sub-symbol is arranged between each main symbol. In the lower symbol column Z3, nine main symbols from "1" to "9" are arranged in ascending order of numbers, and one sub-symbol is arranged between each main symbol. That is, the upper symbol column Z1 and the lower symbol column Z3 are composed of 18 symbols. On the other hand, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending order of numbers, and then a main symbol of "4" is additionally arranged between the main symbol of "9" and the main symbol of "1", and one sub-symbol is arranged between each of these main symbols. That is, only in the middle symbol column Z2, 10 main symbols are arranged and it is composed of 20 symbols. And on the display screen G, the symbols in each of these symbol columns Z1 to Z3 are variably displayed so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 9(b), the display screen G is configured such that three symbols are stopped and displayed for each symbol column, and as a result, a total of 9 symbols of 3×3 are stopped and displayed.

[0118] On the display screen G, five effective lines are set, namely the left line L1, the middle line L2, the right line L3, the lower right diagonal line L4, and the upper right diagonal line L5. And when the variable display stops in the order of the upper symbol column Z1 → the lower symbol column Z3 → the middle symbol column Z2, and the variable display of all the symbol columns Z1 to Z3 ends in a state where a combination of symbols with the same number is formed on any of the effective lines, a jackpot video is displayed as the occurrence of a normal 4R jackpot result or a 10R certain change jackpot result described later.

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

[0120] Here, a supplementary explanation will be given with reference to FIG. 10 regarding the variable display of each symbol column. When a game round starts, first, high-speed variable display starts for all the symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol column is being variably displayed. Then, as shown in FIG. 10(a), the variable display mode of the upper symbol column Z1 switches from high-speed variable display to low-speed variable display where the player can recognize the variably displayed symbols. And, as shown in FIG. 10(b), when the variable display of the upper symbol column Z1 ends, the variable display mode of the lower symbol column Z3 switches from high-speed variable display to low-speed variable display. And, as shown in FIG. 10(c), the variable display of the lower symbol column Z3 ends. After the variable display of all the symbol columns Z1 to Z3 ends, a stop display period is provided during which the stop display is maintained for a predetermined period and the machine waits.

[0121] Incidentally, in a gaming machine, when stopping and displaying a symbol on the symbol display device 75, it is common to gently stop the symbol while reducing the variable display speed, rather than suddenly stopping the symbol in the final stop column (the middle symbol column Z2 in this embodiment). In this case, if it is configured such that the symbol in the middle symbol column Z2 (the final stop column) starts to stop in accordance with the start of the stop display in the special symbol display section 43, the time during which the symbol is in a stopped state becomes shorter by the amount of deceleration time required until the symbol stops on the symbol display device 75, resulting in a shortening of the substantial stop display time.

[0122] Therefore, before the start of the stop display on the special figure display unit 43, the symbol columns Z1 to Z3 including the final stop column are stopped (temporarily stopped), and then, in accordance with the start timing of the stop display on the special figure display unit 43, the temporarily stopped symbols are made to be in the final stop (definite display). The display mode of the symbol columns Z1 to Z3 in the temporary stop is different from that in the definite display. For example, at least one of the symbol columns Z1 to Z3 gently reciprocates slightly, or at least a part of the characters such as octopuses (FIG. 8) that make up the main symbol and the sub-symbol moves. That is, the temporary stop is performed so as to maintain an incomplete stop state although the symbols seemingly appear to have stopped at first glance (holding display). On the other hand, the definite display is performed without the above-mentioned reciprocating slight movement or character movement so as to be in a complete stop state.

[0123] Note that the temporary stop display of the symbol columns Z1 to Z3 starts with the stop result corresponding to the win / loss lottery result or the jackpot type, and then, in addition to directly shifting to the definite display, after being once stopped and displayed with a stop result not corresponding to the win / loss lottery result or the jackpot type, it may be changed to a stop result corresponding to the win / loss lottery result etc. through the re-variation display of the symbol columns Z1 to Z3, and then shift to the definite display.

[0124] Incidentally, in the special figure game round executed by the special figure display unit 43, the temporary stop display of the picture symbols is not performed, and the picture symbols being variably displayed are suddenly stopped according to the elapse of the variable display time, and that state (the state where the picture symbols are stopped and displayed) is maintained until the definite display time elapses. That is, the stop display of the picture symbols on the special figure display unit 43 directly becomes the definite display. This is the same in the general figure game round executed by the general figure display unit 44.

[0125] Note that the mode of the variable display of the symbols in the symbol display device 75 is not limited to the above and is arbitrary, and the number of symbol columns, the direction of the variable display of the symbols in the symbol column, the number of symbols in each symbol column, the combination of symbols corresponding to a jackpot or a miss, etc. can be appropriately changed.

[0126] As shown in FIG. 9(b), a hold display section 200 for displaying a number of hold images corresponding to the number of holds in the previous game is provided at the lower part of the display screen G. By visually recognizing the hold display section 200, the player can recognize the number of holds. In the hold display section 200, a first hold display area Ga corresponding to the first special figure and a second hold display area Gb corresponding to the second special figure are set.

[0127] In the first hold display area Ga, unit hold display areas Ga1 to Ga4, the number of which is the same as the maximum number of holds when a game ball wins the first activation port 62, are partitioned and displayed side by side in the horizontal direction. Specifically, the maximum number of holds when a game ball wins the first activation port 62 is 4. Correspondingly, in the first hold display area Ga, a first unit hold display area Ga1, a second unit hold display area Ga2, a third unit hold display area Ga3, and a fourth unit hold display area Ga4 are set.

[0128] For example, when the number of holds is 1 when a game ball wins the first activation port 62, a predetermined hold image is displayed only in the first unit hold display area Ga1. When the number of holds is 4 when a game ball wins the first activation port 62, a predetermined hold image is displayed in all of the first unit hold display area Ga1 to the fourth unit hold display area Ga4.

[0129] Also, in the second hold display area Gb, unit hold display areas Gb1 to Gb4, the number of which is the same as the maximum number of holds when a game ball wins the second activation port 63, are partitioned and displayed side by side in the horizontal direction. Specifically, the maximum number of holds when a game ball wins the second activation port 63 is 4. Correspondingly, in the second hold display area Gb, a first unit hold display area Gb1, a second unit hold display area Gb2, a third unit hold display area Gb3, and a fourth unit hold display area Gb4 are set.

[0130] For example, when the number of holds is 1 when a game ball wins a prize at the second activation port 63, a predetermined hold image is displayed only in the first unit hold display area Gb1. When the number of holds is 4 when a game ball wins a prize at the second activation port 63, a predetermined hold image is displayed in all of the first unit hold display area Gb1 to the fourth unit hold display area Gb4.

[0131] Also, an execution display area D is set so as to be sandwiched between the first hold display area Ga and the second hold display area Gb. In the execution display area D, a hold image corresponding to the executed (ongoing) game turn is displayed. For example, when a game turn ends and the next game turn starts, the hold image displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. As a result, the player can recognize that the held game turn is being executed.

[0132] <Electrical configuration for performing various lotteries by the MPU 312 of the main control device 162> Next, an electrical configuration for performing various lotteries by the MPU 312 of the main control device 162 will be described with reference to FIG. 11.

[0133] The MPU 312 uses various counter information during the game to perform jackpot occurrence lotteries, setting of the display of the special figure display unit 43, setting of the display of the normal figure display unit 44, etc. Specifically, as shown in FIG. 11, a jackpot random number counter C1 used for the jackpot occurrence lottery, a jackpot type counter C2 used for determining the jackpot type such as the probability variable jackpot result or the normal jackpot result, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS for determining the variation display time in each special figure display unit AS, BS in the special figure display unit 43 are used. Further, a normal figure jackpot random number counter C3 used for the lottery as to whether or not to support (open) the normal electric accessory 63a of the second activation port 63 is used.

[0134] Each of the counters C1 to C3, CINI, and CS is a loop counter that is incremented by 1 from its previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short time intervals, and its updated value is appropriately stored in the lottery counter buffer 314a set in a predetermined area of the RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS is stored in the hold ball storage area 314b as acquisition information storage means when a winning occurs at the first operation port 62 or the second operation port 63.

[0135] The hold ball storage area 314b includes a storage area RE composed of a first special drawing storage area Ra and a second special drawing storage area Rb, and an execution area AE. The storage areas Ra and Rb each include a first area, a second area, a third area, and a fourth area. In accordance with the winning history at the first operation port 62 or the second operation port 63, each numerical value information of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS stored in the lottery counter buffer 314a is stored as hold information in one of the areas. Note that the hold information corresponds to special information.

[0136] In this case, when a winning occurs at the first operation port 62 or the second operation port 63 continuously for a plurality of times, each numerical value information is stored in chronological order in the order of the first area → the second area → the third area → the fourth area in the first area to the fourth area. By providing four areas in this way, the winning history of the game balls at the first operation port 62 or the second operation port 63 can be stored in hold memory up to a maximum of four each. In addition, a total hold number storage area is provided in the hold ball storage area 314b, and information for specifying the number of winning histories stored in hold memory at the first operation port 62 or the second operation port 63 is stored in the total hold number storage area.

[0137] The execution area AE is an area for moving each value stored in the first area of the hold area RE when starting the variable display of the special figure display unit 43. At the start of one game round, a win / loss determination or the like is performed based on various numerical information stored in the execution area AE.

[0138] Regarding each counter in detail, the jackpot random number counter C1 is configured to be incremented by 1 in order within a range of, for example, 0 to 199, and return to 0 after reaching the maximum value (that is, 199). In particular, when the jackpot random number counter C1 makes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 199). The jackpot random number counter C1 is updated periodically and is stored in the hold ball storage area 314b of the RAM 314 at the timing when the game ball wins the first operation port 62 or the second operation port 63. More specifically, it is stored in the first special figure hold area Ra of the RAM 314 at the timing when the game ball wins the first operation port 62, and is stored in the second special figure hold area Rb of the RAM 314 at the timing when the game ball wins the second operation port 63.

[0139] The value of the random number for winning the jackpot is stored as a win / loss table (win / loss information group) in the win / loss table storage area 313a as the win / loss information group storage means in the ROM 313. Here, the content of the win / loss table will be described with reference to FIG. 12.

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

[0141] Here, in the pachinko machine 10, as lottery modes in the winning / losing lottery means, a low probability mode (low probability state) and a high probability mode (high probability state) are set. And, the number of jackpot numerical information referred to in the low probability mode and the number of jackpot numerical information referred to in the high probability mode are different, and the former is less than the latter. Specifically, in the low probability mode, only the jackpot numerical information whose address information is "1" is referred to in the winning / losing lottery, and in the high probability mode, the jackpot numerical information corresponding to all address information is referred to in the winning / losing lottery. That is, in the low probability mode, there is 1 numerical information that wins the jackpot, and in the high probability mode, there are 5, which is more than in the low probability mode. As a result, the probability of winning the jackpot in the low probability mode is 1 / 200, while the probability of winning the jackpot in the high probability mode is 1 / 40, and the probability of winning the jackpot is higher in the high probability mode than in the low probability mode. In each lottery mode, except for the value of the random number that wins the jackpot, the lottery result is a non-winning result. Note that as long as the winning probability in the high probability mode is higher than that in the low probability mode, the number and value of the random numbers that win are arbitrary.

[0142] The jackpot type counter C2 is for classifying the type when a jackpot occurs, and is incremented by 1 in order within the range of 0 to 99, and returns to 0 after reaching the maximum value (that is, 99). The jackpot type counter C2 is updated regularly and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the game ball wins at the first activation port 62 or the second activation port 63. More specifically, it is stored in the first special drawing reserved area Ra of the RAM 314 at the timing when the game ball wins at the first activation port 62, and is stored in the second special drawing reserved area Rb of the RAM 314 at the timing when the game ball wins at the second activation port 63.

[0143] The destination for distributing the game result to the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. Here, the jackpot type table will be described with reference to FIG. 13.

[0144] As the jackpot type table, a jackpot type table for the first special figure (FIG. 13(a)) and a jackpot type table for the second special figure (FIG. 13(b)) are set. When a jackpot occurs based on winning at the first winning opening 62, the jackpot type table for the first special figure is referred to, and when a jackpot occurs based on winning at the second winning opening 63, the jackpot type table for the second special figure is referred to.

[0145] As shown in FIG. 13(a), in the jackpot type table for the first special figure, as selectable jackpot types, a 4R certain variable jackpot result and a 4R normal jackpot result are set. In both of these jackpot results, the number of rounds of the round game to be executed is 4. Here, the round game is a variable winning device 65 that is changed from a closed state to an open state and then the variable winning control that returns to the closed state is executed at least once. In the present embodiment, the variable winning control is configured to be executed once per round game.

[0146] The 4R certain variable jackpot result is a jackpot result in which after the end of the opening / closing execution mode, the lottery mode is set to the high probability mode and the support mode in the general winning accessory 63a of the second winning opening 63 is set to the high frequency support mode. The high probability mode and the high frequency support mode in this case continue until the next jackpot occurs (until the next opening / closing execution mode is started). Incidentally, during the execution of the opening / closing execution mode, the lottery mode is set to the low probability mode and the support mode is set to the low frequency support mode.

[0147] Here, in the case of comparing the high-frequency support mode and the low-frequency support mode when the shooting of the game balls continues in the same manner with respect to the game area PE, the driving mode of the general electric accessory 63a is controlled so that the winning frequency of the second operating port 63 becomes relatively high or low. Specifically, in the high-frequency support mode, the winning probability of the general pattern win / loss lottery using the general pattern random number counter C3 is higher than that in the low-frequency support mode. Also, regarding the number of opening times of the general electric accessory 63a when winning the general pattern win / loss lottery, the high-frequency support mode has more opening times than the low-frequency support mode. Furthermore, regarding the opening time for one time, the high-frequency support mode is longer than the low-frequency support mode.

[0148] Therefore, in the high-frequency support mode, the probability of winning the second operating port 63 is higher than that in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning the first operating port 62 is higher than that of the second operating port 63, but in the high-frequency support mode, the probability of winning the second operating port 63 is higher than that of the first operating port 62. And when winning the second operating port 63 occurs, since a predetermined number of game balls are paid out, in the high-frequency support mode, the player can play the game while not reducing the held balls too much.

[0149] Note that the configuration for realizing the high-frequency support mode is not limited to the above. For example, after making the winning probabilities of the general pattern win / loss lottery equal in both modes, the number of opening times and the opening time for one time of the general electric accessory 63a in the high-frequency support mode may be preferentially treated compared to the low-frequency support mode. The main point is that it suffices as long as the winning frequency of the second operating port 63 per unit time is higher than that in the low-frequency support mode. By making any one condition or an arbitrary combination of conditions among the general pattern win / loss lottery, the number of opening times, and the opening time different, a configuration for setting the high-frequency support mode and the low-frequency support mode may be adopted.

[0150] The 4R normal jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to the low-probability mode, and the support mode in the general electric accessory 63a of the second operation port 63 is set to the high-frequency support mode. In this case, the high-frequency support mode continues until the number of game rounds executed after the opening / closing execution mode reaches a predetermined upper limit number of times (for example, 100 times). When the upper limit number of times is reached, the high-frequency support mode ends, and while the lottery mode remains in the low-probability mode, the support mode switches to the low-frequency support mode. That is, it shifts to a game state (normal game state) in which the lottery mode is set to the low-probability mode and the support mode is set to the low-frequency support mode.

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

[0152] As shown in FIG. 13(b), in the jackpot type table for the second special figure, as selectable jackpot types, a 10R probability-variable jackpot result and a 4R normal jackpot result are set. The 10R probability-variable jackpot result is one in which the number of round games to be executed is 10 times. Also, the 10R probability-variable jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to the high-probability mode, and the support mode in the general electric accessory 63a of the second operation port 63 is set to the high-frequency support mode. In this case, the high-probability mode and the high-frequency support mode continue until the next jackpot occurs.

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

[0154] In this embodiment, "0" to "64" of the jackpot type counter C2 correspond to the 10R probability variable jackpot result, and "65" to "99" correspond to the 4R normal jackpot result. That is, the probability assigned to the 10R probability variable jackpot result is set to 65%, and the probability assigned to the 4R normal jackpot result is set to 35%.

[0155] In this way, regardless of whether it is the type table of the first special figure display unit or the type table of the second special figure display unit, the probability assigned to the probability variable jackpot result is the same. However, when the probability variable jackpot result is selected, in the type table of the second special figure display unit, it becomes a 16R jackpot result, while in the type table of the first special figure display unit, it is set to be a 4R jackpot result. That is, when a probability variable jackpot result occurs based on winning at the second winning port 63, the number of rounds in the opening / closing execution mode is more than when a probability variable jackpot result occurs based on winning at the first winning port 62, and it becomes possible to expect more game balls to be paid out. That is, the game in which the game ball wins at the second winning port 63 is more advantageous to the player than the game in which the game ball wins at the first winning port 62.

[0156] As described above, a clear difference in the advantage for the player is provided between the first winning port 62 and the second winning port 63. Therefore, the player will play the game while expecting a win at the second winning port 63 among the first winning port 62 and the second winning port 63. Along with this, the degree of attention of the player to the high frequency support mode in which the winning frequency at the second winning port 63 increases will increase.

[0157] In addition, the jackpot type counter C2 is also used to determine the stop result of the symbols stopped and displayed on each special figure display unit AS, BS when the result of the win / loss lottery based on winning at the operation ports 62 and 63 is a jackpot. The determination of the stop result is performed by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. In the stop result table, a plurality of pieces of data of the stop results (jackpot symbols stopped and displayed on each special figure display unit AS, BS) in the case of a jackpot are set in correspondence with the values of the jackpot type counter C2. When determining the stop result, the one corresponding to the obtained jackpot type counter C2 is read out from among the data of those plurality of stop results. Here, since the same jackpot type counter C2 is used for both the determination of the stop result and the determination of the jackpot type, the jackpot symbols stopped and displayed on each special figure display unit AS, BS and the jackpot type determined at the time of that jackpot are corresponding to each other.

[0158] The variable type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 99, and return to 0 after reaching the maximum value (that is, 99). The variable type counter CS is used in determining, by the MPU 312, the variable display time in the first special figure display unit AS and the second special figure display unit BS of the special figure display unit 43.

[0159] The variable type counter CS is updated once each time the normal process described later is executed once, and is repeatedly updated even within the remaining time in the normal process. Then, the variable type counter CS is stored in the hold ball storage area 314b of the RAM 314 at the timing when the game ball wins at the first operation port 62 or the second operation port 63. More specifically, it is stored in the first special figure hold area Ra of the RAM 314 at the timing when the game ball wins at the first operation port 62, and is stored in the second special figure hold area Rb of the RAM 314 at the timing when the game ball wins at the second operation port 63.

[0160] The destination for distributing the variable display time for the variable type counter CS is stored as a variable display time table in the variable display time table storage area 313c of the ROM 313. Here, the variable display time table will be described with reference to FIG. 14.

[0161] As the variable display time table, a variable display time table for jackpot (FIG. 14(a)) and a variable display time table for non-winning (FIG. 14(b)) are set. When the result of the winning / losing lottery based on winning at the first operation port 62 or the second operation port 63 is a jackpot, the variable display time table for jackpot is referred to, and when the result of the winning / losing lottery based on winning at the above operation ports 62, 63 is non-winning, the variable display time table for non-winning is referred to.

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

[0163] As shown in FIG. 14(a), in the variable display time table for jackpot, the selectable variable patterns are variable pattern 1A (15 sec), variable pattern 2A (60 sec), variable pattern 3A (60 sec), variable pattern 4A (120 sec), and variable pattern 5A (120 sec). When a variable pattern is selected using the variable type counter CS, the pattern on the first special figure display unit AS or the second special figure display unit BS is variably displayed for the variable display time corresponding to the selected variable pattern.

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

[0165] Each variation pattern also corresponds to a game round effect such as a reach effect performed on the symbol display device 75. Specifically, the variation pattern 1A corresponds to the effect for a normal reach win, the variation pattern 2A corresponds to the effect for a SP reach (super reach) A win, the variation pattern 3A corresponds to the effect for a SP reach B win, the variation pattern 4A corresponds to the effect for a SPSP reach A win, and the variation pattern 5A corresponds to the effect for a SPSP reach B win. That is, when the effect control device 143 grasps the variation pattern from the received variation start command, the display control device 350 is controlled so that the game round effect corresponding to the variation pattern is performed on the symbol display device 75.

[0166] In each of the above-mentioned effects for a reach win, after the reach display is performed, each symbol of the symbol columns Z1 to Z3 stops and is displayed in a jackpot symbol combination. Here, the reach display (reach state) means that in a gaming machine equipped with a symbol display device 75 capable of performing a variation display (or variable display) of symbols (pictures), when the stop display result after the variation display becomes a special display result (jackpot result), the gaming state becomes a special gaming state (opening / closing execution mode) advantageous to the player. It refers to a display state that makes the player think that it is a variation display state in which the special display result is likely to occur in the stage before the stop display result is derived and displayed after the variation display (or variable display) of the symbols (pictures) on the symbol display device 75 is started.

[0167] In other words, by causing the symbols in some of the symbol columns displayed on the display screen G of the symbol display device 75 to be stopped and displayed, a combination of reach symbols that may form a jackpot combination corresponding to the occurrence of a jackpot state is displayed, and the symbols in the remaining symbol columns are variably displayed in that state. More specifically, as a stage before ending the variable display of the symbols, with the symbols in the final stop column being variably displayed, the symbols in the symbol columns other than the final stop column are stopped and displayed on the effective lines within the display screen G in a manner that constitutes a jackpot symbol combination, thereby forming a reach line.

[0168] In the normal reach win effect, after the above reach display is performed, the symbols are stopped and displayed in a jackpot symbol combination. The SP reach effect is a reach effect higher than the normal reach effect. After the formation of the reach line, a predetermined effect in which a character or the like appears is performed, and after the predetermined effect, the symbols are stopped and displayed in a jackpot symbol combination. Note that the content of the above predetermined effect after the formation of the reach line is different between the SP reach A effect and the SP reach B effect. The SPSP reach effect is a reach effect higher than the SP reach effect. After a developed effect that develops from the SP reach effect is performed, the symbols are stopped and displayed in a jackpot symbol combination. The SPSP reach A effect develops from the SP reach A effect, and the SPSP reach B effect develops from the reach B effect.

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

[0170] As shown in FIG. 14(b), in the variation display time table for deviation, as selectable variation patterns, variation pattern 1H, variation pattern 2H (15 sec), variation pattern 3H (60 sec), variation pattern 4H (60 sec), variation pattern 5A (120 sec), and variation pattern 6H (120 sec) are set. The point that the variation display time is determined corresponding to each variation pattern is the same as that of the variation display time table for big win, but the variation display time corresponding to variation pattern 1H varies depending on the number of holds in the first special figure or the second special figure at that time. Specifically, when variation pattern 1H is selected in a situation where the number of holds is 2 or less, the variation display time becomes 8 sec, and when variation pattern 1H is selected in a situation where the number of holds is 3 or more, the variation display time is configured to be 4 sec, which is shorter than 8 sec.

[0171] Variation pattern 1H corresponds to the complete deviation effect in the symbol display device 75, variation pattern 2H corresponds to the normal reach deviation effect, variation pattern 3H corresponds to the SP reach A deviation effect, variation pattern 4H corresponds to the SP reach B deviation effect, variation pattern 5H corresponds to the SPSP reach A deviation effect, and variation pattern 6H corresponds to the SPSP reach B deviation effect.

[0172] The complete deviation effect is such that the symbols are stopped and displayed in a deviation symbol combination without a reach display. Also, in each of the above reach deviation effects, after the reach display is performed, each symbol in symbol columns Z1 to Z3 is stopped and displayed in a reach deviation symbol combination (a state where the symbol in the final stop column that stops and is displayed on the reach line forms a combination with the reach symbol and is a symbol other than the symbol that forms a big win). Note that the SP reach A deviation effect corresponds to the SP reach A win effect, and after a predetermined effect of the same type as the SP reach A win effect is performed, the symbols are stopped and displayed in a reach deviation symbol combination. Also, for the SP reach B deviation effect, the SPSP reach A deviation effect, and the SPSP reach B deviation effect, they respectively correspond to the SP reach B win effect, the SPSP reach A win effect, and the SPSP reach B win effect.

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

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

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

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

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

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

[0179] In the NMI interrupt process, first, in step Sa11, the data of the registers provided in the MPU 312 is saved in the backup area of the RAM 314. In step Sa12, a power failure flag (information on the occurrence of a power cut state) is set in the backup area. In step Sa13, the data saved in the backup area is restored to the registers used by the MPU 312 again, and then the NMI interrupt process ends. Note that when the power failure flag can be set without destroying the data of the registers used by the MPU 312, the processes of step Sa11 and step Sa13 can be omitted.

[0180] After the execution of the NMI interrupt process, by confirming that the power failure flag is set in the normal process described later, the process at the time of power failure is executed. This process will be described later.

[0181] <Timer interrupt process> The timer interrupt process will be described with reference to the flowchart of FIG. 16. This process is periodically (for example, at a cycle of 2 msec) started by the MPU 312.

[0182] In step Sa101, the reading process of various winning sensors is executed. That is, the states of various winning sensors connected to the main control device 162 are read, and the state of the winning sensor (detection information from the winning sensor) is determined and the detection information (winning detection information) is saved. For example, when it is determined that a win has occurred at the first operating port 62, the winning detection flag for the first special figure is stored in the various flag storage areas 314e of the RAM 314, and when it is determined that a win has occurred at the second operating port 63, the winning detection flag for the second special figure is stored in the various flag storage areas 314e. Also, when it is determined that a game ball has passed through the through gate 64, the winning detection flag for the through gate is stored in the various flag storage areas 314e of the RAM 314.

[0183] In step Sa102, the update of the random number initial value counter CINI is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when its counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM314.

[0184] In step Sa103, the update of the jackpot random number counter C1, the jackpot type counter C2, and the general pattern hit random number counter C3 is executed. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the general pattern hit random number counter C3 are each incremented by 1, and when their counter values reach the maximum value, they are each cleared to 0. Then, the updated values of the counters C1 to C3 are stored in the corresponding buffer areas of the RAM314.

[0185] In step Sa104, the winning process for the through gate is executed in connection with winning in the through gate 64. In the winning process for the through gate, it is determined whether a winning detection flag for the through gate is stored in the various flag storage areas 314e of the RAM314. If the flag is stored, then on the condition that the number of stored accessory hold memories in the general pattern hold area 314c is less than 4, the value of the general pattern hit random number counter C3 updated in step Sa103 is stored in the general pattern hold area 314c. Also, if a winning detection flag for the through gate is stored in the various flag storage areas 314e, the winning detection flag is erased and the winning process for the through gate is ended.

[0186] After executing the winning process for the through gate in step Sa104, the process proceeds to step Sa105, where the winning process for the operating ports is executed in connection with winning in the operating ports 62, 63, and this timer interrupt process is ended.

[0187] <Winning process for the operating ports> The winning process for the operating ports in step Sa105 will be described with reference to the flowchart of FIG. 17.

[0188] First, in step Sa201, it is determined whether or not a game ball has won a prize (start prize) at the first operation port 62 based on the detection state of the prize sensor 62a for the first operation port. If it is determined that the game ball has won a prize at the first operation port 62, then in step Sa202, a prize ball command for causing the payout control device 181 to payout three game balls is set.

[0189] In step Sa203, an external signal setting process is performed to output a signal to the management control device on the game hall side indicating that a game ball has won a prize at the first operation port 62. In step Sa204, the value stored in the stored number storage area of the first special figure holding area Ra is read out, and the start holding stored number RaN stored and held in the first special figure holding area Ra is set (hereinafter, also referred to as the first start holding stored number RaN). Thereafter, in step Sa205, an information acquisition process for storing the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS is performed, and this prize winning process is terminated.

[0190] If a negative determination is made in step Sa201 (if no prize winning has occurred at the first operation port 62), then the process proceeds to step Sa206, and it is determined whether or not a game ball has won a prize (start prize) at the second operation port 63 based on the detection state of the prize sensor 63c for the second operation port. If it is determined that the game ball has won a prize at the second operation port 63, then in step Sa207, a prize ball command for causing the payout control device 181 to payout one game ball is set.

[0191] In step Sa208, an external signal setting process is performed to output a signal to the management control device on the game hall side indicating that a game ball has won a prize at the second operation port 63. In step Sa209, the value stored in the stored number storage area of the second special figure holding area Rb is read out, and the start holding stored number RbN stored and held in the second special figure holding area Rb is set (hereinafter, also referred to as the second start holding stored number RbN). Thereafter, in step Sa205, an information acquisition process is performed, and this prize winning process is terminated.

[0192] If a negative determination is made in step Sa206 (if a winning in the second winning port 63 has not occurred), the present winning process is terminated as it is.

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

[0194] Here, the information acquisition process of step Sa205 will be described with reference to the flowchart of FIG. 18.

[0195] First, in step Sa301, it is determined whether or not the start hold storage number N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than the upper limit value (4 in this embodiment). If the start hold storage number N is the upper limit value, the present information acquisition process is terminated as it is. If it is less than the upper limit value, in step Sa302, the start hold storage number N of the corresponding special drawing hold areas Ra and Rb is incremented by 1. In step Sa303, the value stored in the total hold number storage area (hereinafter referred to as the common hold number CRN) is incremented by 1.

[0196] In step Sa304, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first storage area of the free storage area of the corresponding special drawing display unit hold area, that is, the hold storage number incremented by 1 in step Sa302 and the corresponding storage area.

[0197] That is, when the start hold storage number RaN for the first special drawing is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first storage area of the free storage area of the first special drawing hold area Ra, that is, the hold area Ra corresponding to the start hold storage number RaN of the first special drawing incremented by 1 in step Sa302.

[0198] Also, when the start hold memory number RbN for the second special figure is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the hold area Rb corresponding to the start hold memory number RbN for the second special figure, which is the first memory area among the free memory areas of the hold area Rb for the second special figure, that is, the start hold memory number RbN for the second special figure incremented by 1 in the above step Sa302.

[0199] In step Sa305, a hold preview process for executing a hold preview effect to be described later is executed. Details of the hold preview process will be described later. After the execution of step Sa305, this information acquisition process is terminated.

[0200] <Main process> The main process will be described with reference to the flowchart of FIG. 19. The main process is executed when the power of the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on in a state where an external power supply is supplied, or when an external power supply is supplied in a state where the power switch of the pachinko machine 10 is in the on state).

[0201] First, in step Sa2001, an initial setting process associated with power-on is executed. Specifically, for example, a wait process is executed for about 1 second to wait for the sub-control device (such as the payout control device 181) to become operable. In the subsequent step Sa2002, access to the RAM 314 is permitted.

[0202] In step Sa2003, it is determined whether the RAM erase switch of the power supply and emission control device 191 is on. In the subsequent step Sa2004, it is determined whether a power failure flag is stored in the backup area of the RAM 314. In step Sa2005, a RAM determination value is calculated. In step Sa2006, it is determined whether the RAM determination value is normal. Specifically, the RAM determination value calculated in step Sa2005 is compared with the RAM determination value stored at the time of the power failure occurrence, and it is determined whether the two match. When the two match, the RAM determination value is considered normal, and the data stored and held in the RAM 314 is recognized as valid. Conversely, when the two do not match, the RAM determination value is considered abnormal, and the data stored and held in the RAM 314 is recognized as invalid. The RAM determination value is, for example, a checksum value at the work area address of the RAM 314. It is also possible to determine the validity of the stored and held data based on whether the keyword written in a predetermined area of the RAM 314 is correctly stored.

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

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

[0205] <Normal process> Next, the flow of the normal process will be described with reference to the flowchart of FIG. 20. The normal process is a process that starts after the main process that is activated when the power is turned on is executed, and the main processes of the game are executed in the normal process. As an overview, the processes of steps Sa401 to Sa408 are executed as periodic processes with a cycle of 4 msec, and the counter update processes of steps Sa409 and Sa410 are executed during the remaining time.

[0206] In the normal process, first, an external signal output process is executed in step Sa401. In the external signal output process of step Sa401, output data such as timer interrupt processing or commands set in the previous normal process is transmitted to each control device on the sub-side. Specifically, it is determined whether there is a bonus ball command, and if the bonus ball command is set, it is transmitted to the payout control device 181. Also, if production commands such as a variation start command, a type command, and a variation end command are set, they are transmitted to the production control device 143.

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

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

[0209] In step Sa404, a game state transition process is executed. By this game state transition process, the game state transitions to an opening / closing execution mode, a high probability mode, a high frequency support mode, etc. Note that the details of the game round control process in step Sa403 and the game state transition process in step Sa404 will be described later.

[0210] In step Sa405, an electric accessory support process for driving and controlling the general electric accessory 63a provided in the second operation port 63 is executed. In this electric accessory support process, a general figure hit or miss lottery for determining whether to open the general electric accessory 63a is performed using the numerical information obtained from the general figure hit random number counter C3 stored in the general figure reservation area 314c of the RAM 314. When a winning occurs, the opening / closing process of the general electric accessory 63a is executed. Also, display control of the general figure display unit 44 is performed so as to teach the lottery result of the general figure hit or miss lottery.

[0211] Here, as already described, as the support modes by the general electric accessory 63a, a low frequency support mode and a high frequency support mode are set, and a transition to either support mode is performed in the game state transition process described later. When the high frequency support flag is set in the various flag storage areas 314e of the RAM 314 after this process, it becomes the high frequency support mode, and when the flag is not set, it becomes the low frequency support mode.

[0212] In the process for supporting electric role, it is determined whether it is in the high-frequency support mode by determining whether a high-frequency support flag is set in various flag storage areas 314e of the RAM 314. When it is in the high-frequency support mode, when the electric role release state is elected, the number of times the general electric role object 63a becomes the release state is set to be larger than that in the low-frequency support mode, and the release time for one time is set to be longer. Further, when it is in the high-frequency support mode, in the case where the electric role release state is elected and the release state of the general electric role object 63a occurs multiple times, the closing time from the end of one release state to the start of the next release state is set to be shorter than the release time for one time.

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

[0214] In step Sa407, it is determined whether a power failure flag is stored in the backup area of the RAM 314. The power failure flag is set in the NMI interrupt process (FIG. 15) executed when a power-off state occurs, and is for the MPU 312 to grasp the occurrence of the power-off state.

[0215] When the power failure flag is not stored (when the power-off state has not occurred), in step Sa408, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined time (4 msec in the present embodiment) has elapsed since the start of the current normal process. Then, within the remaining time until the execution timing of the next normal process arrives, the update of the random number initial value counter CINI and the variation type counter CS is repeatedly executed.

[0216] That is, in step Sa409, the update of the random number initial value counter CINI is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when its counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding area of the RAM 314. Also, in step Sa410, the update of the variation type counter CS is executed. Specifically, the variation type counter CS is incremented by 1, and when their counter values reach the maximum value, they are cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding area of the RAM 314.

[0217] Here, since the execution times of the respective processes of steps Sa401 to Sa408 vary according to the state of the game, the remaining time until the execution timing of the next normal process arrives fluctuates and is not constant. Therefore, by repeatedly executing the update of the random number initial value counter CINI using such remaining time, the random number initial value counter CINI (that is, the initial value of the big win random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

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

[0219] In step Sa414, a RAM determination value is calculated and stored in the backup area. The RAM determination value is, for example, a checksum value at the working area address of RAM314. In step Sa415, access to RAM314 is prohibited, and then an infinite loop is continued until the power is completely cut off and processing can no longer be executed. Even after the power is completely cut off, since the power supply for data storage retention of RAM314 is supplied from the power supply and the emission control device 191, the information stored in RAM314 before the power cut-off is retained in the same state for a predetermined period (for example, one day or two days).

[0220] <Game round control process> The game round control process of step Sa403 will be described with reference to the flowchart of FIG. 21.

[0221] First, in step Sa501, it is determined whether it is in the opening / closing execution mode. Specifically, it is determined whether an opening / closing execution mode flag is stored (remembered) in the various flag storage areas 314e of RAM314. The opening / closing execution mode flag is stored when the game state is shifted to the opening / closing execution mode in the game state transition process described later, and is erased when the opening / closing execution mode is terminated in the game state transition process as well.

[0222] If it is in the opening / closing execution mode, the processing after step Sa502, that is, any of the game round start processing from step Sa502 to step Sa505, the game round progress processing from step Sa506 to step Sa507, and the game round end processing from step Sa508 to step Sa509 is not executed, and this game round control process is terminated. That is, if it is in the opening / closing execution mode, regardless of whether a winning has occurred at the operating ports 62 and 63, the special figure game round is not started.

[0223] Regarding the game rounds (general pattern game rounds) based on the win / loss lottery triggered by winning the through gate 64, they are executed regardless of whether it is in the opening / closing execution mode. That is, during the opening / closing execution mode, although the execution of the special pattern game rounds is restricted, the general pattern game rounds are executed in the same way as when it is not in the opening / closing execution mode. Therefore, if the result of the general pattern win / loss lottery is a winning result during the opening / closing execution mode, the second operation port 63 (general power accessory 63a) is set to the open state.

[0224] When it is not in the opening / closing execution mode, at step Sa502, it is determined whether the special pattern display section 43 is in the variable display state. Specifically, it is determined whether either the first special pattern display section AS or the second special pattern display section BS is in the variable display state. This determination is made by determining whether a variable display flag is stored (memorized) in the various flag storage areas 314e of the RAM 314. The variable display flag is stored when starting the variable display for either the first special pattern display section AS or the second special pattern display section BS, and is erased when the variable display ends.

[0225] When the special pattern display section 43 is not in the variable display state, it proceeds to step Sa503, and determines whether the common hold count CRN is "0". The case where the common hold count CRN is "0" means that the start hold memory counts RaN and RbN are "0" for both the first operation port 62 and the second operation port 63. Therefore, the game round control process is terminated as it is.

[0226] When the common hold count CRN is not "0", at step Sa504, a data setting process for setting the data stored in the first special pattern hold area Ra or the second special pattern hold area Rb for variable display is executed, and further at step Sa505, after executing a variable start process for starting the variable display in the special pattern display section 43 and the variable display in the symbol display device 75, this game round control process is terminated.

[0227] Here, the data setting process in step Sa504 and the variable start process in step Sa505 will be described in detail below.

[0228] First, the data setting process will be described with reference to the flowchart of FIG. 22.

[0229] First, in step Sa601, it is determined whether the second start hold count RbN stored in the second figure hold area Rb for the second figure is "0". If the second start hold count RbN is "0", the data setting process for the first figure (first operation port 62) in steps Sa602 to Sa608 is executed. If the second start hold count RbN is not "0", the data setting process for the second figure (second operation port 63) in steps Sa609 to Sa615 is executed.

[0230] As already described, when the common hold count CRN is 1 or more and the data setting process is performed, the situation where the data setting process is executed means that at least one of the first start hold count RaN and the second start hold count RbN is 1 or more. In this case, in the data setting process, first, it is determined whether the second start hold count RbN is "0", and the process regarding the hold information for the first figure is configured to be executed on the condition that the second start hold count RbN is "0", that is, there is no hold information for the second figure. Therefore, when hold information is stored in both the first figure hold area Ra and the second figure hold area Rb, the hold information for the second figure (second operation port 63) stored in the second figure hold area Rb will be preferentially processed.

[0231] In the data setting process for the first figure, first, in step Sa602, the first start hold count RaN in the first figure hold area Ra is decremented by 1. In step Sa603, the common hold count CRN is decremented by 1. In step Sa604, the data stored in the first area of the first figure hold area Ra is moved to the execution area AE.

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

[0233] In step Sa606, it is determined whether the second special figure flag is stored in the various flag storage areas 314e of the RAM 314. The second special figure flag is for the MPU 312 to grasp the existence of the reservation information of the second operation port 63. If the second special figure flag is stored, the second special figure flag is erased in step Sa607.

[0234] After the execution of step Sa607 or when a negative determination is made in step Sa606 (when the second special figure flag is not stored), the process proceeds to step Sa608, and a shift command (shift occurrence information) is set to notify the effect control device 143 that the data in the reservation area has been shifted. In this case, from the command information storage area 313e of the ROM 313, a shift command including information that the reservation area targeted for the current data shift corresponds to the first special figure reservation area Ra, that is, information corresponding to the first operation port 62, is selected, and the selected shift command is set as the command to be transmitted to the effect control device 143. Then, this data setting process is terminated.

[0235] The shift command set in step Sa608 is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20). The effect control device 143 executes a process to change the display in the first reservation display area Ga of the symbol display device 75 in response to the decrease in the number of reservations based on the received shift command.

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

[0237] In step Sa612, a process of shifting the data (hold information such as the big hit random number counter C1) stored in the memory area of the second special figure hold area Rb is executed. In step Sa613, it is determined whether the second special figure flag is stored in the above various flag storage areas 314e. If the second special figure flag is not stored, the second special figure flag is set in step Sa614.

[0238] After the execution of step Sa614 or when an affirmative determination is made in step Sa613 (when the second special figure flag is stored), the process proceeds to step Sa615, and a shift command (shift occurrence information), which is information for causing the effect control device 143, which is the sub-control device, to recognize that the data in the hold area has been shifted, is set. In this case, from the command information storage area 313e of the ROM 313, a shift command including information that the hold area targeted for the current data shift corresponds to the second special figure hold area Rb, that is, information corresponding to the second operation port 63, is selected, and the selected shift command is set as the command to be transmitted to the effect control device 143. Then, this data setting process is terminated.

[0239] The shift command set in step Sa613 is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20). The effect control device 143 executes a process for changing the display in the second hold display area Gb of the symbol display device 75 in correspondence with the decrease in the number of holds based on the received shift command.

[0240] Next, the variable start process will be described with reference to the flowchart of Figure 23.

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

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

[0243] After the execution of step Sa702 or step Sa703, in step Sa704, it is determined whether the result of the win / loss determination in step Sa702 or step Sa703 is a jackpot win. If it is a jackpot win, in step Sa705, it is determined whether a second special figure flag is stored in the above-mentioned various flag storage areas 314e. If the second special figure flag is not stored, in step Sa706, a lottery for the jackpot type is performed by referring to the type table (FIG. 13(a)) for the first special figure display section. Specifically, it is determined in which of the numerical value ranges of the 4R sure-change jackpot result and the 4R normal jackpot result the value of the jackpot type counter C2 stored in the execution area AE is included.

[0244] On the other hand, when the second special figure flag is stored, in step Sa707, a jackpot type lottery is performed with reference to the type table for the second special figure (Fig. 13(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in either the numerical range of the 10R sure-win jackpot results or the numerical range of the 4R normal jackpot results.

[0245] After the execution of step Sa706 or step Sa707, in step Sa708, a type flag indicating the jackpot type selected by the lottery in step S706 or step Sa707 is stored in the above-mentioned various flag storage areas 314e. For example, when the jackpot type selected by the lottery is the 10R sure-win jackpot, the 10R sure-win jackpot flag is stored.

[0246] In step Sa709, a stop result for the jackpot is set with reference to the stop result table stored in the stop result table storage area 313d of the ROM313. Specifically, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for the current game round.

[0247] When a negative determination is made in the above step Sa704 (when no jackpot occurs), the process proceeds to step Sa710 to set a stop result for a loss. In the present embodiment, only one type of stop result for a loss is provided, and in step Sa710, that stop result is set.

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

[0249] Here, the variation display time setting process will be described with reference to the flowchart of Fig. 24.

[0250] First, in step Sa801, it is determined whether the result of the win / loss determination in the current game round is a big win. If it is a big win, the process proceeds to step Sa802, and a big-win variable display time table (Fig. 14(a)) is obtained as a table for lottery of the variable display time (variable pattern). On the other hand, if it is not a big win but a miss, the process proceeds to step Sa803, and a miss variable display time table (Fig. 14(b)) is obtained.

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

[0252] In step Sa805, the variable display time corresponding to the variable pattern specified in step Sa804 is set as the variable display time for the current game round. In this step, the value of the variable display time corresponding to the specified variable pattern is set in the variable display time counter area provided in each counter area 314d of the RAM314. For example, when the variable display time is 15 sec, 7500 is set in the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (Fig. 16) is activated. After the execution of step Sa805, the setting process of the variable display time is completed.

[0253] Returning to the description of the variation start process (Fig. 23), after the execution of step Sa711, at step Sa712, a variation start command and a type command are set. The variation start command includes information on the variation pattern. Since the variation patterns for jackpot and non-winning are set separately (Fig. 14), the effect control device 143 can determine the result of the win / loss determination performed by the main control device 162 by analyzing the variation pattern from the variation start command. That is, the variation start command includes not only information regarding the variation display time but also information regarding the result of the win / loss determination. Further, the type command includes information on the jackpot type. Note that the type command is set only when the result of the win / loss determination is a jackpot.

[0254] The variation start command and the type command set at step Sa712 are transmitted to the effect control device 143 at step Sa401 in the normal process (Fig. 20). Based on the received variation start command and type command, the effect control device 143 determines the content of the effect for that game round and controls various devices so that the determined content of the effect is executed. The content of this effect includes the variation display mode of the symbols on the symbol display device 75, and this determined variation display mode of the symbols is output from the effect control device 143 to the display control device 350 as a display content command. The display control device 350 controls the symbol display device 75 to perform the variation display of the symbols corresponding to each game round based on the display content command received from the effect control device 143.

[0255] At step Sa713, the variation display of the special figure display section 43 is started. At that time, referring to the various flag storage areas 314e of the RAM 314, if the second special figure flag is stored, the symbols of the second special figure display section BS are variably displayed assuming that this game round corresponds to the second special figure. On the other hand, if the second special figure flag is not stored, the symbols of the first special figure display section AS are variably displayed assuming that this game round corresponds to the first special figure. After the execution of step Sa713, this variation start process ends.

[0256] Returning to the description of the game turn control process (Figure 21), if a positive determination is made in step Sa502 (when the special figure display unit 43 is in the variable display state), the process proceeds to step Sa506 to determine whether the variable display time for the current game turn has elapsed. Specifically, it is determined whether the value in the variable display time counter area provided in various counter areas of the RAM 314 has become "0".

[0257] If the variable display time has not elapsed, the variable display process is executed in step Sa507. In the variable display process, the special figure display unit is controlled for display (emission control of each display segment) so that each display segment lights up and goes out in a predetermined order in the special figure display unit related to the current game turn. After the execution of step Sa507, this game turn control process ends.

[0258] If the variable display time has elapsed, the variable end process is executed in step Sa508. In the variable end process, each special figure display unit AS, BS is controlled so that the pattern being variably displayed stops and is displayed according to the stop result set in step Sa709 or step Sa710 above.

[0259] In step Sa509, a variable end command is set, and then this game turn control process ends. The variable end command set in step Sa509 is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20). In the effect control device 143, the received variable end command is transmitted to the display control device 350 while maintaining its information form. In the display control device 350, by receiving the variable end command, the combination of the final stop symbols in that game turn is determined and displayed (final stop display).

[0260] <Game state transition process> Regarding the game state transition process in step Sa404 (Figure 20), it will be described with reference to the flowchart in Figure 25.

[0261] First, in step Sa901, it is determined whether it is in the opening / closing execution mode. If it is not in the opening / closing execution mode, the process proceeds to step Sa902, and it is determined whether it is the timing when the variable display in each special figure display unit AS, BS has ended (the definite display has ended). If it is not the end timing of the variable display, the present game state transition process is terminated as it is.

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

[0263] If an affirmative determination is made in step Sa903 (if the game result of the current game round corresponds to the transition to the opening / closing execution mode), the process proceeds to step Sa904, and the start process of the opening / closing execution mode is executed. In the said start process, the opening / closing execution mode flag is stored in the above-mentioned various flag storage areas 314e. Also, an opening period for waiting for the start of the first round while keeping the variable prize device 65 in the closed state is set. Further, if the high probability mode flag or the high frequency support flag is stored in the above-mentioned various flag storage areas 314e, a process of erasing these flags is executed.

[0264] In step Sa905, the start process of the round display for notifying the number of rounds in the opening / closing execution mode is executed. In this step, based on the type flag stored in the above-mentioned various flag storage areas 314e, the type of the current big win is grasped, and the round display unit is controlled so that the number of rounds corresponding to the type of the big win is displayed. Note that the display of the number of rounds in the round display unit continues until the opening / closing execution mode ends.

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

[0266] After the execution of step Sa907 or step Sa908, in step Sa909, an opening command for notifying the start of the opening and the opening period to the effect control device 143 is set. This set opening command is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20).

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

[0268] If an affirmative determination is made in step Sa901 above (when in the opening execution mode), the process proceeds to step Sa911 to determine whether the opening period has elapsed. If the opening period has not elapsed, this game state transition process is terminated as it is. If the opening period has elapsed, the big winning opening opening / closing process is executed in step Sa912.

[0269] Here, the big winning opening opening / closing process will be described with reference to the flowchart of Figure 26.

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

[0271] If the value of the timer area T is "0", then it proceeds to step Sa1004, and "15000" is set in the timer area T as a value corresponding to the upper limit opening time (30 sec) of the variable winning device 65 in one round game. The value set here is decremented by 1 each time the timer interrupt process (FIG. 16) is activated. In step Sa1005, "10" is set in the winning counter area PC provided in each of the above counter areas 344b as a value corresponding to the upper limit number of winning times (10 times) for the variable winning device 65 in one round game.

[0272] In step Sa1006, the variable winning drive unit 32c is set to the driving state to open the big winning opening 65a. In step Sa1007, an opening command for notifying the effect control device 143 that the opening of the big winning opening 65a (variable winning device 65) has started is set, and then this big winning opening opening / closing process is terminated. The set opening command is transmitted to the effect control device 143 in step Sa401 in the normal process (FIG. 20).

[0273] If an affirmative determination is made in step Sa1002 above (when the value of the round counter area RC is 0) or a negative determination is made in step Sa1003 (when the value of the timer area T is not 0), then this big winning opening opening / closing process is terminated as it is.

[0274] Also, when a positive determination is made in the above step Sa1001 (when the big winning opening 65a is open), the process proceeds to step Sa1008 to determine whether the value of the timer area T is "0". This process determines whether the upper limit opening time of the variable winning device 65 set in step Sa1004 has elapsed.

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

[0276] When a positive determination is made in the above step Sa1008 (when the value of the timer area T is 0) or when a positive determination is made in step Sa1011 (when the value of the winning counter area PC is 0), the process proceeds to step Sa1012 to switch the drive unit 65d to the non-drive state and close the big winning opening 65a. In step Sa1013, the value of the round counter area RC is decremented by 1, and in step Sa1014, it is determined whether the value of the round counter area RC is "0".

[0277] If the value of the round counter area RC is not "0", that is, if there are remaining round games, the process proceeds to step Sa1015, and "1000" is set in the above timer area T as a value corresponding to the waiting period (2 sec) for the start of the next round game while keeping the variable winning device 65 in the closed state.

[0278] In step Sa1016, a closing command for notifying the effect control device 143 that the variable winning device 65 has been closed (the round game has ended) is set, and then this main winning opening / closing process is terminated. The set closing command is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20).

[0279] When a positive determination is made in the above step Sa1014 (when the value of the round counter area RC is 0), that is, when the final round of the opening / closing execution mode has ended, the process proceeds to step Sa1017, and the start process of the ending is executed. In the start process, an ending period is set to wait for the start of the next game round (the first game round after the opening / closing execution mode has ended) with the variable winning device 65 in the closed state. In step Sa1018, an ending command for notifying the effect control device 143 of the start of the ending and the ending period is set, and then this main winning opening / closing process is terminated. The set ending command is transmitted to the effect control device 143 in step Sa401 in the normal process (Figure 20).

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

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

[0282] Here, the transition process at the end of the opening / closing execution mode will be described with reference to the flowchart in Figure 27.

[0283] First, in step Sa1101, the type flag stored in the various flag storage areas 314e of the RAM 314 is referred to, and it is determined whether the current jackpot is a probability-variable jackpot result. If it is a probability-variable jackpot result, then in step Sa1102, a high-probability mode flag is set in the various flag storage areas 314e, and in step Sa1103, a high-frequency support flag is set in the various flag storage areas 314e. As a result, a game state is entered where the win-lose lottery mode is the high-probability mode and the support mode is the high-frequency support mode (a so-called probability-variable game state with electric support). This game state continues until the next jackpot occurs. After the execution of step Sa1103, the transition process at the end of the opening / closing execution mode is terminated.

[0284] When a negative determination is made in step Sa1101 above (when the current jackpot is not a probability-variable jackpot result), that is, when the current jackpot is a normal jackpot result, the process proceeds to step Sa1104, and a high-frequency support flag is set in the various flag storage areas 314e. When the current jackpot is a normal jackpot result, since the high-probability mode flag is not set, the process in step Sa1104 causes a transition to a game state where the lottery mode is the low-probability mode and the support mode is the high-frequency support mode (a so-called time-saving game state). In the subsequent step Sa1105, "100" is set in the game count area provided in the various counter areas 344b of the RAM 314. The set value is decremented by 1 each time a special figure game is executed once in the situation of the time-saving game state, and when the value of the game count area becomes "0", the high-frequency support flag stored in the various flag storage areas 314e is erased. Therefore, the above time-saving game state ends after 100 games are played, and thereafter, a transition is made to a game state where the lottery mode is the low-probability mode and the support mode is the low-frequency support mode (a normal game state). After the execution of step Sa1105, the transition process at the end of the opening / closing execution mode is terminated.

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

[0286] In step Sa917, the end process of the opening / closing execution mode is executed, and then this game state transition process is ended. In the end process of the opening / closing execution mode, a process of erasing the type flag and the opening / closing execution mode flag stored in the above various flag storage areas 314e is executed.

[0287] <Reserved ball pre-reading process> The reserved ball pre-reading process in step Sa305 (Fig. 18) will be described with reference to the flowchart in Fig. 28. This process is executed when reserved information is acquired based on winning in the first operation port 62 or the second operation port 63. Regarding the acquired reserved information, prior to the execution of the variation start process (Fig. 23) corresponding to the reserved information, a lottery for the presence or absence of a big win, the big win type, and the variation pattern is performed.

[0288] First, in step Sa1201, the start reserved storage numbers RaN, RbN stored in each reserved area Ra, Rb of the reserved ball storage area 314b and the common reserved number CRN stored in the total reserved number storage area of the same reserved ball storage area 314b are read out, and this information is stored in the register of the MPU312.

[0289] In step Sa1202, based on the current winning at the first operation port 62 or the second operation port 63, the value of the jackpot random number counter C1 (random number value for winning / losing determination) included in the hold information obtained in step Sa304 (FIG. 18) is grasped. In step Sa1203, a winning / losing determination is made using the value of the jackpot random number counter C1 grasped in step Sa1202. At this time, when the lottery mode at the time the hold information was obtained is the low probability mode, the winning / losing table for the low probability mode is referred to, and when the lottery mode at the time the hold information was obtained is the high probability mode, the winning / losing table for the high probability mode is referred to for the winning / losing determination.

[0290] In step Sa1204, it is determined whether or not the result of the winning / losing determination in step Sa1202 is a jackpot win. If it is a jackpot win, in step Sa1205, the value of the jackpot type counter C2 (random number for lottery of the jackpot type) included in the hold information obtained based on the current winning at the first operation port 62 or the second operation port 63 is grasped.

[0291] In step Sa1206, a lottery for the jackpot type is performed using the value of the jackpot type counter C2 grasped in step Sa1205. At this time, if it is hold information based on a win at the first operation port 62, the type table for the first special figure (FIG. 13(a)) is referred to, and if it is hold information based on a win at the second operation port 63, the type table for the second special figure (FIG. 13(b)) is referred to to specify the jackpot type corresponding to the value of the jackpot type counter C2. Note that the processing of steps Sa1203 to Sa1206 is the same as that of steps Sa701 to Sa707 in the variation start process (FIG. 23).

[0292] In step Sa1207, jackpot information indicating a jackpot and type information indicating the jackpot type drawn in step Sa1206 are stored in the register of the MPU312.

[0293] After the execution of step Sa1207 or when a negative determination is made in step Sa1204 (when it is not a jackpot win), in step Sa1208, the value of the variation type counter CS included in the hold information acquired based on the current winning at the first operation port 62 or the second operation port 63 is grasped. In step Sa1209, a lottery for a variation pattern (variation display time) is performed using the value of the variation type counter CS grasped in step Sa1208. At this time, when the acquired hold information corresponds to a jackpot, the variation display time table for jackpot (Fig. 14(a)) is referred to, and when the acquired hold information corresponds to a non-winning, the variation display time table for non-winning (Fig. 14(b)) is referred to, and a variation pattern corresponding to the value of the variation type counter CS is specified. Note that the processing of this step is the same as that of steps Sa801 to Sa804 in the variation display time setting process.

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

[0295] <Regarding the electrical configurations of the effect control device 143 and the display control device 350> Regarding the electrical configurations of the effect control device 143 and the display control device 350, the following description will be made with reference to the block diagram of Fig. 29.

[0296] An MPU 342 is mounted on an effect control board 341 provided in the effect control device 143. The MPU 342 includes a ROM 343 that stores various control programs and fixed-value data executed by the MPU 342, a RAM 344 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 343, an interrupt circuit, a timer circuit, a data input / output circuit, and the like built therein.

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

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

[0299] Also, on the input side of the MPU 342, an effect operation unit 36 provided on the front door frame 14 is connected. The effect operation unit 36 is provided with a detection sensor for detecting the operation of the effect operation unit 36, and detection information (detection signal) from the detection sensor is input. The MPU 342 determines whether the effect operation unit 36 has been operated based on the detection information, and discriminates the operation mode of what operation has been performed.

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

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

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

[0303] The work RAM 374 is a memory for temporarily storing work data, flags, etc. used when the MPU 372 executes various programs. These work data, flags, etc. are stored in each area of the work RAM 374.

[0304] The VDP 375 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver incorporated in the symbol display device 75. Since the VDP 375 is implemented as an IC chip, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. The VDP 375 adjusts the timings of the MPU 372, the video RAM 377, etc. and intervenes in the reading and writing of data, and reads out the image data to be stored in the video RAM 377 from the character ROM 376 at a predetermined timing and displays it on the symbol display device 75.

[0305] The character ROM 376 serves as an image data library for storing character data such as symbols displayed on the symbol display device 75. This character ROM 376 holds bitmap format image data of various display symbols, a color palette table referred to when determining the display color of each dot of the bitmap image, and the like.

[0306] Note that it is also possible to provide a plurality of character ROMs 376 and store image data and the like in each character ROM 376 in a shared manner. Further, it is also possible to configure such that the JPEG format image data for the background image stored in the program ROM 373 is stored in the character ROM 376.

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

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

[0309] <Effect setting process> The effect setting process will be described with reference to the flowchart of FIG. 30. The effect setting process is a process that is activated by the MPU 342 at a predetermined period (for example, a 2 msec period).

[0310] First, in step Sa1301, it is determined whether a pending command from the main control device 162 is being received. The pending command received from the main control device 162 is stored in a command storage area 344a provided in the RAM 344 of the effect control device 143. The command storage area 344a is configured as a ring buffer that can store a plurality of commands individually and can read out from the previously stored commands. Therefore, even when a plurality of commands are received simultaneously, the processes corresponding to those commands can be executed properly.

[0311] In the determination of step Sa1301, it is determined whether a pending command is stored in the area to be read this time in the command storage area 344a. If a pending command is stored (when a pending command is received), in step Sa1302, a process corresponding to the pending command for displaying a pending image on the pending display section 200 (Fig. 9(b)) of the display screen G is executed. Details of the process corresponding to the pending command will be described later.

[0312] After the execution of step Sa1302 or when a negative determination is made in step Sa1301 (when a pending command is not received), in step Sa1303, it is determined whether a shift command from the main control device 162 is received. If a shift command is received, in step Sa1304, a process corresponding to the shift command for shifting the pending image displayed on the pending display section 200 is executed. Details of the process corresponding to the shift command will be described later.

[0313] After the execution of step Sa1304 or when a negative determination is made in step Sa1303 (when a shift command is not received), in step Sa1305, a process for special symbol variation display for performing a variation display etc. of symbol columns Z1 to Z3 on the display screen G of the symbol display device 75 is executed. Details of the process for special symbol variation display will be described later.

[0314] In step Sa1306, a process for the opening / closing execution mode for performing an effect during the opening / closing execution mode is executed. In the process for the opening / closing execution mode, in addition to the round effect during the opening / closing execution mode, processes for performing an opening effect, an ending effect, a winning effect etc. when a winning occurs in the variable winning device 65 are executed.

[0315] In step Sa1307, a process for switching the effect mode is executed. Details of the process for switching the effect mode will be described later.

[0316] In step Sa1308, other processes are executed, and then the effect setting process is terminated. In the other processes, processes for performing, for example, display of a demo screen when a start winning does not occur over a predetermined period, or switching to a power saving mode in which the video display on the display screen G of the symbol display device 75 is stopped to reduce power consumption are executed.

[0317] <Processing for handling queued commands> The command handling process in step Sa1302 will be described with reference to the flowchart of FIG. 31.

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

[0319] As shown in FIG. 32, in the queued storage area 344c, a first special drawing queued area SRa and a second special drawing queued area SRb are provided corresponding to the queued ball storage area 314b on the main control device 162 side. Each of the queued areas SRa and SRb has four storage areas: a first area, a second area, a third area, and a fourth area. Also, in the queued storage area 344c, an execution area SAE is provided corresponding to the execution area AE on the main control device 162 side.

[0320] In step Sa1401, based on the queued command, it is grasped which of the first special drawing and the second special drawing the current queued information corresponds to, and which queued information it is in the corresponding special drawing. Then, variation pattern information (in the case of a jackpot, jackpot information and type information as well) is stored in the corresponding storage area of the queued storage area 344c. For example, if the current queued information is the second queued information corresponding to the first special drawing, the variation pattern information etc. is stored in the second storage area of the first special drawing queued area SRa.

[0321] After the execution of step Sa1401, in step Sa1402, the value (starting reservation storage number SN) of the reservation number counter provided in each counter area 344b of the RAM 344 is incremented by 1. In each counter area 344b, a reservation number counter for the first special figure and a reservation number counter for the second special figure are provided, and in step Sa1402, the starting reservation storage number SN on the corresponding side is updated.

[0322] In step Sa1403, setting processing for reservation notice for executing a reservation notice effect is executed. Here, the reservation notice effect will be described with reference to FIG. 33.

[0323] In the present embodiment, a reservation notice effect is performed to notify or suggest the degree of expectation that a jackpot will occur in the game round corresponding to the reservation image displayed in the reservation display section 200 of the display screen G, according to the display mode of the reservation image. As the display mode of the reservation image, a normal display mode when the reservation notice effect is not performed and a specific display mode when the reservation notice effect is performed are set, and further, a plurality of display modes are set for the specific display mode.

[0324] In the present embodiment, the above-mentioned degree of expectation is suggested by the display color (hue) of the reservation image. Specifically, as shown in FIG. 33(a), a normal display mode HMa in which the main display color is a normal color (for example, white) is set as the normal display mode, and as the specific display mode, four types are set: a blue display mode HMb in which the main display color is blue, a green display mode HMc in which the main display color is green, a red display mode HMd in which the main display color is red, and a rainbow display mode HMe in which the main display color is rainbow. In FIG. 33(a), different hatchings are added according to the difference in the display color.

[0325] In the specific display mode, the blue display mode HMb has the lowest degree of expectation of a jackpot, and thereafter, the degree of expectation of a jackpot increases in the order of the green display mode HMc < the red display mode HMd < the rainbow display mode HMe. The rainbow display mode HMe suggests a jackpot.

[0326] Also, each specific display mode is also intended to suggest the effect to be implemented in the game round to which the hold image corresponds. Specifically, the blue display mode HMb suggests that a reach effect of a rank equal to or higher than the normal reach effect (any one of the normal reach effect, SP reach effect, and SPSP reach effect) is performed in the game round to which the hold image corresponds, the green display mode HMc suggests that a reach effect of a rank equal to or higher than the SP reach effect is performed, and the red display mode HMd suggests that the SPSP reach effect is performed.

[0327] The above hold preview effect using the hold image is performed using at least a part of the period from the start of display to the end of display of the hold image that is the target of the effect, in other words, at least a part of the period from the generation of the hold information to the end of the game round of that hold information. The execution timing of the hold preview effect during the period when the hold image is displayed in the first hold display area Ga or the second hold display area Gb (hold period) has a plurality of timings set, such as the start time of display or the shift time of the hold image. Also, as shown in FIG. 33(b), a plurality of hold change points are set as the execution timing of the hold preview effect during the execution of the game round. Each hold change point is set, for example, in accordance with the start timing of the game round (fluctuation start timing), the start timing of various reach effects, the development timing of the reach effect, and the like.

[0328] Returning to the explanation of the hold command corresponding process (FIG. 31), in the hold preview setting process of step Sa1403, an execution lottery as to whether to execute the hold preview effect for the current hold information or not, or a process of setting the display mode of the hold image when the hold preview effect is to be executed is performed. Details of the hold preview setting process will be described later.

[0329] In step Sa1404, the first execution process for the hold preview for executing the hold preview effect is performed. In the first execution process for the hold preview, execution control of the hold preview effect is performed based on the setting result of step Sa1403. Details of the first execution process for the hold preview will be described later.

[0330] In step Sa1405, a process for displaying a hold image on the hold display section 200 of the display screen G is executed. Specifically, hold display commands are created such that the hold image is additionally displayed in the corresponding unit hold display areas in each of the hold display areas Ga and Gb, and are set as output targets to the display control device 350. The hold display commands include information on whether the current hold information corresponds to the first or second specific figure, and information indicating which hold information it is. After the execution of step Sa1405, the hold command corresponding process ends.

[0331] <Setting process for hold notice> The setting process for hold notice in step Sa1403 will be described with reference to the flowchart of FIG. 34.

[0332] First, in step Sa1501, the hold storage area 344c of the RAM 344 is referred to, and the variation pattern etc. (look-ahead result) in the current hold information is grasped. In step Sa1502, based on the variation pattern etc. grasped in step Sa1501, it is determined whether the current hold information corresponds to a jackpot.

[0333] If it does not correspond to a jackpot, that is, if the hold information corresponds to a miss, the process proceeds to step Sa1503, and it is determined whether the variation pattern of the hold information is variation pattern 1H (variation pattern corresponding to a complete miss). If a negative determination is made in step Sa1503 (if it is a variation pattern other than variation pattern 1H) or if an affirmative determination is made in step Sa1502 (if the hold information corresponds to a jackpot), the current effect mode is grasped in step Sa1504.

[0334] Here, the production modes will be described with reference to FIG. 35. In the present embodiment, production mode A and production mode B are set as the production modes of the game production executed on the display screen G. These production mode A and production mode B are distinguishable from the perspective of the player. For example, the symbol columns Z1 to Z3 and the background image 401 displayed on the back side of the hold display unit 200 are different in both production modes.

[0335] These production modes can be manually switched by the operation of the player. Specifically, it is possible to switch by performing a predetermined operation on the production operation unit 36 (FIG. 1) during the valid period of mode switching. For example, when a predetermined operation is performed by the production operation unit 36 in a situation where the production mode is production mode A, the production mode switches to production mode B, and when a predetermined operation is performed by the production operation unit 36 in a situation where the production mode is production mode B, the production mode switches to production mode A.

[0336] Also, in production mode A and production mode B, the occurrence frequency of the above-mentioned hold preview production is different, and the occurrence frequency of the hold preview production in production mode A is configured to be higher than that in production mode B. The configuration for making the occurrence frequencies of the hold preview productions different is not particularly limited. For example, after performing the hold preview production via an execution lottery in any production mode, a configuration can be considered in which the winning probability of the above-mentioned execution lottery when the hold information fails in production mode B is made lower than that in production mode A.

[0337] In this case, in production mode B, since the proportion of the hold preview productions corresponding to the prediction of a big win among the executed hold preview productions is higher than that in production mode A, the big win expectancy when the hold preview production is executed becomes higher. That is, for production mode A, the hold preview production is likely to be executed, and it can function as a mode where the production is enjoyable, and for production mode B, although the hold preview production is unlikely to be executed, it can function as a mode with a high big win expectancy when it is executed.

[0338] Although illustration is omitted in FIG. 35, for example, a hold image simulating a game ball is displayed in effect mode A, while a hold image simulating a star is displayed in effect mode B. Thus, the base image of the hold image may be different between effect mode A and effect mode B.

[0339] Returning to the description of the hold notice setting process (FIG. 34), after grasping the current effect mode in step Sa1504, in step Sa1505, a corresponding hold notice execution lottery table is acquired from the various table storage areas 343a of the ROM 343. A plurality of hold notice execution lottery tables are set corresponding to the presence or absence of a big win and the effect mode. For example, the hold notice execution lottery table corresponding to the case where the current hold information is a big win is set with a higher winning probability than the hold notice execution lottery table corresponding to the case where it is a miss. Also, the hold notice execution lottery table corresponding to effect mode A and the case where the current hold information is a miss is set with a higher winning probability than the hold notice execution lottery table corresponding to effect mode B and the case where the current hold information is a miss.

[0340] In step Sa1506, based on the hold notice execution lottery table acquired in step Sa1505 and the lottery counter (random value) acquired from each counter area 344b of the RAM 344, an execution lottery is performed to determine whether to execute the hold notice effect. In step Sa1507, it is determined whether the lottery result in step Sa1506 is a winning result.

[0341] If the above lottery result is a winning execution, the process proceeds to step Sa1508 to grasp the corresponding number of holds. In this step, the hold storage area 344c of the RAM 344 is referred to, and it is grasped which of the first special figure and the second special figure the current hold information corresponds to, and the number of holds of the corresponding special figure is grasped. The number of holds in this case is the number including the current hold information. For example, if the current hold information is stored in the third area of the hold area SRa for the first special figure in the hold storage area 344c, it is grasped that the hold information corresponds to the first special figure and the number of holds is 3. When the current hold information is stored in the first area of the hold area SRa for the first special figure (when it is the first hold information), if the hold information is stored in the execution area SAE (when a game round is being executed), 1 is grasped as the above number of holds, and if the hold information is not stored in the execution area SAE (when a game round is not being executed), 0 is grasped as the above number of holds.

[0342] In step Sa1509, the final display mode lottery table is acquired from the various table storage areas 343a of the ROM 343. In the present embodiment, not only is the display mode of the hold image changed only once to perform a hold preview effect, but also the display mode of the hold image may be changed a plurality of times to perform a hold preview effect. The final display mode lottery table is a table for lottery of the final display mode of the hold image in the hold preview effect.

[0343] In the final display mode lottery table, as shown in FIG. 36, for each variation pattern, the range of selectable final display modes and the selection probability of each display mode are set. In FIG. 36, the item of "Remarks (Effect Mode)" indicating the game round effect corresponding to each variation pattern is added for convenience and is not set in the final display mode lottery table.

[0344] In addition, in the final display mode lottery table, there are a final display mode lottery table for jackpot (Fig. 36(a)) and a final display mode lottery table for non-winning (Fig. 36(b)). In each of these lottery tables, the selection range of the final display mode corresponding to each variation pattern and the selection probability of each option are different.

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

[0346] Also, in the final display mode lottery table for non-winning results, when an image reserved for hold is displayed in the blue display mode HMb as a hold notice effect, it suggests that a reach effect of a rank higher than the normal reach effect will be performed in the corresponding game round. When an image reserved for hold is displayed in the green display mode HMc, it suggests that a reach effect of a rank higher than the SP reach effect will be performed. When an image reserved for hold is displayed in the red display mode HMd, it suggests that an SPSP reach effect will be performed. Thus, the selection range of the final display mode corresponding to each variation pattern is determined. Therefore, when a hold notice effect is performed and an image reserved for hold in any of blue, green, or red is displayed, the player can predict which level of reach effect will be performed. However, the presence or absence of a big win cannot be determined.

[0347] Note that in the final display mode lottery table for non-winning results, the rainbow display mode HMe is not set as an option for the final display mode, and the image reserved for hold in the rainbow display mode HMe is only displayed when it is a big win. Therefore, the image reserved for hold in the rainbow display mode HMe suggests a big win, and when the said image reserved for hold is displayed, the player can predict that a big win will occur in the game round corresponding to the said image reserved for hold.

[0348] In the final display mode lottery table for big wins, the selection probability of the rainbow display mode HMe is suppressed to a low probability (e.g., 5%) in any variation pattern. This is because if the selection probability of the rainbow display mode HMe is increased, there is a concern that the player will frequently recognize a big win before the execution of the game round, and the interest in the game round effect will fade. Therefore, it is to suppress the occurrence of such inconveniences. The selection probability in other options is such that a higher display mode is more likely to be selected than a lower display mode in each variation pattern. For example, in the case of variation pattern 3A, the green display mode HMc is more likely to be selected than the blue display mode HMb.

[0349] On the other hand, in the final display mode lottery table for non-winning, it is less likely to select a display mode higher than that in the case of the final display mode lottery table for jackpot. For example, in the variation pattern (variation pattern 4A) corresponding to the SPSP reach A effect in the final display mode lottery table for jackpot, the selection probability of the red display mode HMd is 55%, while in the variation pattern (variation pattern 5H) corresponding to the SPSP reach B effect in the final display mode lottery table for non-winning, the selection probability of the red display mode HMd remains at 10%.

[0350] In each of the final display mode lottery tables for jackpot and non-winning, by setting the selection tendency of the display mode as described above, even if the type of reach effect performed in the game round is the same, the expected degree of jackpot is higher when a higher display mode is displayed as the held image corresponding to that game round.

[0351] Note that in this embodiment, a common table is used for the final display mode lottery table for jackpot and the final display mode lottery table for non-winning in effect mode A and effect mode B, but a configuration in which different tables are set for each of these effect modes may also be used.

[0352] Returning to the description of the setting process for hold notification (Fig. 34), in step Sa1509, based on the variation pattern and the like grasped in step Sa1501, a final display mode lottery table corresponding to the presence or absence of jackpot in the hold information is acquired. In step Sa1510, based on the variation pattern grasped in step Sa1501, the final display mode lottery table acquired in step Sa1509, and the lottery counter (random number value) acquired from each counter area 344b of the RAM 344, the final display mode in this hold notification effect is lottery-selected.

[0353] Note that the above lottery counter is acquired when a hold command is received from the main control device 162, in other words, when hold information subject to lottery processing is generated. This also applies to the counter (random number value) used for other lottery processes executed by the effect control device 143.

[0354] In step Sa1511, a production scenario lottery table is acquired from various table storage areas 343a of the ROM 343. The production scenario lottery table is a table for lottery of production scenarios for the hold notice production.

[0355] In the production scenario lottery table, as shown in FIG. 37, a plurality of production scenarios are set in correspondence with the number of holds and the final display mode of the hold notice production. Specifically, groups from production scenario 0 corresponding to the number of holds = 0 to production scenario 4 corresponding to the number of holds = 4 are set, and in each group, production scenario groups for each color are set in correspondence with the final display modes of blue, green, red, and rainbow colors. And lottery random number values from 0 to 99 are assigned to a set of production scenarios for one color. For example, when the number of holds is 0 and the final display mode is the blue display mode HMb, production scenario 0 blue (1) and production scenario 0 blue (2) are the selection targets of the production scenario, and the one corresponding to the random number value is selected from them.

[0356] Each production scenario defines at what timing and in what display mode the hold image is to be displayed in the hold notice production whose final display mode has been determined. Taking production scenario 4 red (1) which is the selection target when the hold information corresponding to the first special figure is pre-read and the number of holds of the first special figure at that time is 4 and the red display mode HMd is selected as the final display mode as an example, this scenario stipulates that after the hold image is displayed in the blue display mode HMb in the fourth unit hold display area Ga4 of the first hold display area Ga (FIG. 9(b)) and then the hold image is moved and displayed in the second unit hold display area Ga2, it is changed to the green display mode HMc, and then, during the period when the hold image is displayed in the execution display area D (during the execution of the game turn corresponding to the hold image), it is changed to the red display mode HMd.

[0357] Although not shown in Fig. 37, in the production scenario where it is determined to change the display mode of the reserved image in the execution display area D, it is also stipulated at which timing (which reserved change point) in the game round the display mode is to be changed. There are also production scenarios where the display mode is changed multiple times during the execution of a game round. For example, production scenario 0 green (2) stipulates that during the execution of a game round, after changing the reserved image from the normal display mode HMa to the blue display mode HMb at the previous reserved change point, it is further changed to the green display mode HMc at the subsequent reserved change point.

[0358] Note that "G4 (reserved 4)" to "G1 (reserved 1)" in the "Remarks (production mode)" of Fig. 37 indicate the display mode when the reserved image is displayed in each unit reserved display area of the reserved display unit 200. Also, "D (during game round)" indicates the display mode when the reserved image is shifted from the first unit reserved display area to the execution display area D, or the display mode during the period when the reserved image is displayed in the execution display area D. Incidentally, the items in the "Remarks (production mode)" column are added for convenience and are not set in the production scenario lottery table.

[0359] Also, as the production scenario lottery table, a production scenario lottery table for a big win and a production scenario lottery table for a miss are set. In this embodiment, a common table is used for production mode A and production mode B as the production scenario lottery table for a big win and the production scenario lottery table for a miss, but a configuration where different tables are set for each of these production modes may also be adopted. Note that Fig. 37 shows an example of the production scenario lottery table for a big win.

[0360] Returning to the description of the setting process for the hold notice (Fig. 34), in step Sa1511, based on the variation pattern and the like grasped in step Sa1501, an effect scenario lottery table corresponding to the presence or absence of a rough match of the hold information is acquired. In step Sa1512, based on the number of holds grasped in step Sa1508, the final display mode determined in step Sa1510, the effect scenario lottery table acquired in step Sa1511, and the lottery counter (random number value) acquired from each counter area 344b of the RAM 344, the effect scenario for the current hold notice display is selected.

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

[0362] Also, when the affirmative determination is made in step Sa1503 (when the variation pattern of the hold information is the variation pattern 1H (completely off)) or when the negative determination is made in step Sa1507 (when losing in the execution lottery of the hold notice display), the process proceeds to step Sa1515, and the display mode of the hold image is set to the normal display mode HMa. Then, the setting process for the hold notice is terminated.

[0363] <First Execution Process for Hold Notice> The first execution process for the hold notice in step Sa1404 will be described with reference to the flowchart in Fig. 38(a).

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

[0365] On the other hand, if a hold notice flag is stored and it is a situation where a hold notice effect should be executed, the process proceeds to step Sa1602, and it is determined whether it is the timing to change the display mode for the hold image corresponding to the hold information that triggered the hold notice effect. That is, it is determined whether the hold image should be displayed in a specific display mode from the beginning. In this step, the above determination is made with reference to the setting result of the effect scenario of the hold notice effect set in the above step Sa1513 (FIG. 34). If it is not the timing to change the display mode, the process for the first execution of the hold notice ends as it is.

[0366] On the other hand, if it is the timing to change the display mode, an execution lottery is performed at step Sa1603 to determine whether to execute a change suggestion effect. The change suggestion effect is an effect that suggests that the display mode of the hold image changes (ranks up). The mode of the change suggestion effect is not particularly limited, but in this embodiment, the change suggestion effect is performed in the mode shown in FIG. 39. First, as shown in FIG. 39(a), a predetermined character image 402 is displayed near the hold display unit 200 at a predetermined timing before the hold image changes. When the change suggestion effect is performed in accordance with the generation timing of the hold information, first, the hold image is displayed in the normal display mode, and immediately after or simultaneously, the character image 402 is displayed. Then, a video in which the character performs a predetermined action is displayed, and as shown in FIG. 39(b), the display mode of the hold image is changed to a higher display mode. Note that the character image 402 is erased after the display mode of the hold image is changed.

[0367] In step Sa1603, an execution lottery for the change suggestion effect is performed based on the lottery counter (random number value) obtained from each counter area 344b of the RAM 344 and the execution lottery table stored in each type of table storage area 343a of the ROM 343. In step Sa1604, it is determined whether or not the lottery result in step Sa1603 is a winning result. If the lottery result is a winning result, in step Sa1605, it is set so that the change suggestion effect is executed on the display screen G of the symbol display device 75. Specifically, a command indicating that the change suggestion effect should be executed is set as an output target to the display control device 350.

[0368] Note that in the present embodiment, the change suggestion effect can be executed only when changing the display mode of the hold image. However, the change suggestion effect may also be configured to be executable even when not changing the display mode of the hold image. That is, it may be configured to perform an execution lottery for the change suggestion effect even when not changing the display mode of the hold image.

[0369] As such a change suggestion effect in such a case, for example, after displaying a predetermined character image 402 as shown in FIG. 39(a), if the character does not perform a predetermined action or performs an action different from the predetermined action, the character image 402 is erased without changing the display mode of the hold image, and the display mode before displaying the character image 402 is maintained as it is. However, if such a fake effect occurs frequently, the player's sense of expectation for the change suggestion effect may be lost. Therefore, its execution frequency should be kept low. Specifically, the execution winning probability of the change suggestion effect when not changing the display mode is lower than that when changing the display mode. In other words, the frequency at which the display mode of the hold image does not change when the character image 402 is displayed is lower than the frequency of change.

[0370] After the execution of step Sa1605 or when a negative determination is made in step Sa1604 (when not selected in the execution lottery of the change suggestion effect), the process proceeds to step Sa1606, and based on the setting result of the effect scenario, the display mode of the destination of change in the current change process is grasped. Specifically, among the blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow display mode HMe, it is grasped in which specific display mode the hold image is to be displayed.

[0371] In step Sa1607, it is set to change the display mode of the hold image to the display mode grasped in step Sa1606 above. When this process is performed at the time of receiving a hold command (when additionally displaying a hold image), it is set so that the initial display mode of the hold image to be additionally displayed is the display mode grasped in step Sa1606 above.

[0372] At that time, when the change suggestion effect is not executed, it is set to display the hold image in any of the specific display modes indicated by the effect scenario from the beginning. On the other hand, when the change suggestion effect is executed, after displaying in the normal display mode HMa, it is set to change to the specific display mode indicated by the effect scenario. When the setting process of step Sa1607 is executed, in step Sa1405 of the hold command corresponding process (Fig. 31), the command is set so that the information of the display mode set in step Sa1607 is included in the hold display command to the display control device 350.

[0373] In step Sa1608, information indicating the display mode of the current hold image is stored in the display mode storage area 344e of the RAM 344. As shown in FIG. 38(b), in the display mode storage area 344e, areas are provided corresponding to the respective hold information (hold image) of each special figure and the hold information during the execution of the game turn, and the display mode of the hold image can be stored in each area. For example, when displaying the blue display mode HMb in the second unit hold display area Ga2 of the first hold display area Ga, in the display mode storage area 344e, information indicating that it is to be displayed in the blue display mode HMb is stored in the second area for the first special figure (the area corresponding to the second hold information). Incidentally, when executing the change suggestion effect, information indicating the display mode (display color) after the change is stored. Note that instead of providing the display mode storage area 344e, it may be configured to store the display mode information in the corresponding area of the hold storage area 344c. After the execution of step Sa1608, the first execution process for the hold notice ends.

[0374] <Shift-time command correspondence processing> The shift-time command correspondence processing in step Sa1304 (FIG. 30) will be described with reference to the flowchart of FIG. 40(a).

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

[0376] Referring to FIG. 38(a), in the first execution process of the hold notice in step Sa1701, a hold notice flag is stored in the various flag storage areas 344d of the RAM 344. When it is a situation where the hold notice effect should be executed, in step Sa1602, regarding the hold image corresponding to the hold information that triggered the hold notice effect (the hold images displayed in the respective hold display areas Ga and Gb), it is determined whether the current shift timing is the change timing of the display mode (display color). This determination is made based on the setting result of the effect scenario of the hold notice effect set in step Sa1513 (FIG. 34).

[0377] If it is the change timing of the display mode, in step Sa1603, an execution lottery is performed to determine whether to execute the change suggestion effect. If the lottery is won, in step Sa1605, it is set so that the change suggestion effect is executed on the display screen G of the symbol display device 75. After the execution of step Sa1605 or when a negative determination is made in step Sa1604 (when not winning the execution lottery of the change suggestion effect), the process proceeds to step Sa1606, and the display mode of the change destination in the current change process is grasped based on the setting result of the effect scenario.

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

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

[0380] Returning to the description of the command correspondence processing at the time of shift (Figure 40), after executing the processing of step Sa1701, the second execution processing for the hold notice is executed in step Sa1702. Since this processing is related to the effect mode switching processing of step Sa1307 (Figure 30), it will be described in detail after explaining the switching processing.

[0381] In step Sa1703, the value (start hold memory number SN) of the hold number counter provided in each counter area 344b of the RAM 344 is decremented by 1. In each counter area 344b, a hold number counter for the first special figure and a hold number counter for the second special figure are provided, and in this step, the start hold memory number SN on the corresponding side is updated.

[0382] In step Sa1704, a shift process for moving and displaying the hold image is executed, and then this command correspondence processing at the time of shift is terminated. In the shift process, the hold information stored in the first area of the hold storage area 344c of the RAM 344 is moved to the execution area SAE, and the hold information stored in the second area to the fourth area is sequentially shifted to the lower area side. At this time, the information on the display mode stored in each area of the display mode storage area 344e is also sequentially shifted to the lower area side.

[0383] In the shift process, the display control device 350 is controlled to change the display position of the hold image in the hold display section 200 of the display screen G to the lower unit hold display area. As the state before the control, for example, as shown in FIG. 40(b1), when hold images are displayed in the first unit hold display area Ga1 and the second unit hold display area Ga2 of the first hold display area Ga, by this control, as shown in FIG. 40(b2), the display positions of those hold images are changed to the execution display area D and the first unit hold display area Ga1. In addition, when a setting is made to change the display mode of the hold image in the first execution process of the hold preview in step Sa1701, the change of the display position and the change of the display mode are performed together.

[0384] <Special drawing variable display process> The special drawing variable display process of step Sa1305 (FIG. 30) will be described with reference to the flowchart of FIG. 41.

[0385] First, in step Sa1801, it is determined whether or not a game round is being executed. Specifically, it is determined whether or not a game round of either the first special drawing or the second special drawing is being executed. If neither game round is being executed, the process proceeds to step Sa1802, and it is determined whether or not a variable start command transmitted from the main control device 162 has been received. The variable start command includes information on the variable pattern selected in the variable display time setting process (FIG. 24) in the main control device 162.

[0386] By referring to this information on the variable pattern, it is possible to grasp at what variable display time the special drawing game round in the special drawing display section 43 controlled by the main control device 162 is performed. Also, as already described, since the variable pattern for a big win and the variable pattern for a miss are set separately, it is also possible to discriminate the result of the success or failure determination from the variable pattern.

[0387] If the change start command has not been received, the process for special figure change display is terminated as it is. On the other hand, if the change start command has been received, the process proceeds to step Sa1803, the change start process for starting the effect for game use is executed, and then the process for special figure change display is terminated.

[0388] In the change start process, the change start command from the main control device 162 is analyzed to identify the change pattern for the current special figure game round. Further, based on the identified change pattern, the change display time in the current special figure game round is grasped. In the various table storage areas 343a of the ROM 343, an effect pattern table in which the change display time is determined in association with each change pattern is stored. The change display time determined in the effect pattern table corresponds to the change display time corresponding to each change pattern (FIG. 14) in the main control device 162, and the same change display time is assigned to one change pattern by the effect control device 143 and the main control device 162. For example, when the change pattern is change pattern 1A, the corresponding change display time is 15 sec for both the effect control device 143 and the main control device 162. In the change start process, the effect pattern table is referred to to identify the change display time corresponding to the change pattern analyzed from the change start command, and this is set as the change display time for the current special figure game round.

[0389] Also, in the effect pattern table, the effect patterns for game round effects are associated with each change pattern. As each of those effect patterns, normal reach per hit, SP reach A per hit, SP reach B per hit, SPSP reach A per hit, SPSP reach B per hit, complete miss, normal reach miss, SP reach A miss, SP reach B miss, SPSP reach A miss, SPSP reach B miss, which were described in the explanation of the change display time table, are set. Since the correspondence between the change pattern and the effect pattern has already been described with reference to FIG. 14, the explanation is omitted. In the change start process, the effect pattern table is referred to to identify the effect pattern corresponding to the current change pattern, and this is set as the effect pattern for the current special figure game round.

[0390] In addition, in the variable start process, when the result of the win / loss determination for the current special symbol game round is a big win, the big win type is specified based on the type command from the main control device 162. When the big win type is a certain variable big win, a stop result for the certain variable big win is set as the stop result of the symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 75. Conversely, when the big win type is a normal big win, a stop result for the normal big win is set as the stop result of the symbol sequences Z1 to Z3. In these cases, the effective lines L1 to L5 on which the stop results for the big win are stopped and displayed are randomly determined by lottery or the like.

[0391] In addition, when the result of the win / loss determination for the current special symbol game round is a miss, each stop symbol of the symbol sequences Z1 to Z3 is randomly determined. However, when the effect pattern corresponding to the variable pattern performs a reach effect, each stop symbol is determined so that a reach is formed on the effective lines L1 to L5 determined by lottery. That is, a stop result in which a combination of off-reach symbols is established on one of the effective lines L1 to L5 is set as the current stop result.

[0392] In the variable start process, after executing the above processes, a command including information on the current stop symbols and information on the effect pattern is set as the output target to the display control device 350. The display control device 350 controls the symbol display device 75 so that the symbols of each symbol sequence Z1 to Z3 stop with the stop result determined by the effect control device 143 or the game round effect is performed with the effect pattern determined by the effect control device 143 according to the received command.

[0393] If a positive determination is made in step Sa1801 (i.e., during the execution of a game round), the process proceeds to step Sa1804 to determine whether a variation end command has been received from the main control device 162. If the variation end command has not been received, it means that the variation display time has not elapsed in the current special drawing game round. In this case, at step Sa1805, the processing for during variation is executed. The processing for during variation is for continuing the variation display of the symbol sequences Z1 to Z3 started by the processing for starting variation, temporarily stopping the display of the symbols of each symbol sequence Z1 to Z3 in order, or executing each reach effect, etc.

[0394] In step Sa1806, it is determined whether the current special drawing game round is the game round of the hold information that triggered the hold preview effect. If it is not the game round of the hold information that triggered the hold preview effect, the special drawing variation display processing is terminated as it is. On the other hand, if it is the game round of the hold information that triggered the hold preview effect, the first execution processing for hold preview is executed at step Sa1807. This processing is for changing the display mode of the hold image for the hold information that triggered the hold preview effect during the execution of the game round of that hold information. The processing of this step is basically the same as the first execution processing for hold preview (Fig. 38(a)) of step Sa1404 (Fig. 31).

[0395] Referring to Fig. 38(a) for explanation, in the first execution processing for hold preview of step Sa1807, a hold preview flag is stored in the various flag storage areas 344d of the RAM 344. When it is a situation where the hold preview effect should be executed, at step Sa1602, for the hold image corresponding to the hold information that triggered the hold preview effect (the hold image displayed in the execution display area D), it is determined whether it is the timing to change the display mode. This determination is made based on the setting result of the effect scenario of the hold preview effect set in step Sa1513 (Fig. 34).

[0396] When it is the timing of changing the display mode, an execution lottery is conducted at step Sa1603 to determine whether to execute the change suggestion effect. If the lottery is won, at step Sa1605, it is set so that the change suggestion effect is executed on the display screen G of the symbol display device 75. After the execution of step Sa1605 or when a negative determination is made at step Sa1604 (when the lottery for executing the change suggestion effect is lost), the process proceeds to step Sa1606, and the display mode of the change destination in the current change process is grasped based on the setting result of the effect scenario.

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

[0398] Returning to the description of the special drawing variable display process (Figure 41), after the process of step Sa1807 is executed, the third execution process for the reservation notice is executed at step Sa1808. Since this process is related to the effect mode switching process of step Sa1307 (Figure 30), it will be described in detail after the description of the switching process. After the execution of step Sa1808, the special drawing variable display process ends.

[0399] When an affirmative determination is made at step Sa1804 (when the variable end command has been received), it means that the variable display time has elapsed. In this case, the process proceeds to step Sa1809, and the end process for the variable is executed. In the end process for the variable, the variable display and the effects being executed for each symbol column Z1 to Z3 are ended (the symbols of each symbol column Z1 to Z3 are stopped definitely).

[0400] In step Sa1810, it is determined whether the current special figure game round is the game round of the hold information that triggered the hold notice performance. If it is not the game round of the hold information that triggered the hold notice performance, the special figure variable display process is terminated as it is. On the other hand, if it is the game round of the hold information that triggered the hold notice performance, in step Sa1811, it is determined whether a hold notice flag or a standby flag for return is stored in the various flag storage areas 344d. The details of the standby flag for return will be described later.

[0401] If either the hold notice flag or the standby flag for return is stored, the stored flag is erased in step Sa1812. After the execution of step Sa1812 or when a negative determination is made in step Sa1811 (when neither the hold notice flag nor the standby flag for return is stored), the special figure variable display process is terminated.

[0402] In this embodiment, it is configured to determine whether the variable display time has elapsed based on whether the main control device 162 has received a variable end command. However, since the variable display time can be grasped from the variable start command transmitted at the start of the variation in the effect control device 143, it may be configured to determine whether the variable display time related to the ongoing game round has elapsed based on the grasped variable display time. In this case, it may be configured not to transmit a variable end command from the main control device 162.

[0403] <Effect mode switching process> The effect mode switching process in step Sa1307 (Fig. 30) will be described with reference to the flowchart in Fig. 42. The effect mode switching process is for switching between the effect modes A and B that have already been described.

[0404] First, in step Sa1901, it is determined whether it is within the valid period for switching the production mode. In this embodiment, during the period when the SP reach production or the SPSP reach production is executed in a special figure game round, or during the period when the opening / closing execution mode is executed, it is set as an invalid period during which the production mode cannot be switched. Other periods, including during the execution of a special figure game round, are the valid periods for switching the production mode. In step Sa1901, it is determined whether the current timing belongs to the above valid period. If it is not within the valid period for switching the production mode, the process for switching the production mode is terminated as it is.

[0405] If it is within the valid period for switching the production mode, the process proceeds to step Sa1902, and it is determined whether a predetermined operation for switching the production mode has been performed at the production operation unit 36. If the predetermined operation has not been performed, the process for switching the production mode is terminated as it is.

[0406] If the predetermined operation has been performed, the process proceeds to step Sa1903, and a switching process for switching the production mode is executed. For example, if the current production mode is production mode A, production data is set so as to switch to production mode B. Note that the switching of the production mode may be performed in accordance with the timing when the above predetermined operation is performed, or may be performed in accordance with the timing when the next special figure game round starts.

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

[0408] In step Sa1905, it is determined whether a return standby flag is stored in the above-described various flag storage areas 344d. The return standby flag will be described later.

[0409] If the return standby flag is not stored, the process proceeds to step Sa1906, and it is determined whether a hold notice flag is stored in the above-described various flag storage areas 344d. If the hold notice flag is not stored, the process for switching the production mode is terminated as it is.

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

[0411] In step Sa1908, it is determined whether the hold notice production is being executed, that is, whether there is a hold image displayed in a specific display mode. Specifically, it is determined whether there is any hold image displayed in any of the blue display mode HMb, green display mode HMc, red display mode HMd, or rainbow display mode HMe among the hold images displayed in each hold display area Ga, Gb. This determination is made with reference to the information of each area stored in the display mode storage area 344e of the RAM 344. If there is no hold image displayed in the specific display mode, the process for switching the production mode is terminated as it is.

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

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

[0414] Note that the information on the display mode may be identification information indicating the display mode, or may be identification information indicating the display color. In short, it suffices as long as the display mode of the reservation image can be specified from the information stored in the return area 344f, and it may correspond to the display mode of the reservation image.

[0415] By referring to the return area 344f after switching the effect mode in the above process, it is possible to grasp which reservation image was being displayed in which display mode before switching the effect mode. Note that when executing the shift process in step Sa1704 in the shift-time command correspondence process (Figure 40) with the information on the display mode stored in the return area 344f, not only the display mode storage area 344e but also the information on the display mode stored in each area of the return area 344f is shifted in order to the lower area side.

[0416] In step Sa1910, for the reservation image displayed in the specific display mode, a process for canceling the display in that specific display mode is executed. That is, it is set so that the reservation image displayed in the specific display mode switches to the normal display mode HMa along with the switching of the production mode. Note that the switching to the normal display mode HMa is performed in accordance with the switching timing of the production mode. For example, if the production mode switches at the timing when the above predetermined operation is performed, the reservation image switches to the normal display mode HMa at that timing, and if the production mode switches at the start timing of the next special figure game round, it is set so that the reservation image switches to the normal display mode HMa at that timing.

[0417] Also, in the cancellation process of step Sa1910, a process for clearing the display mode information stored in the display mode storage area 344e is executed. For this reason, at the time of the process in step Sa1910, the display mode information is stored only in the return area 344f. Further, in the cancellation process of step Sa1910, a process for deleting the production scenario data set in step Sa1513 of the reservation notice setting process (Fig. 34) is also executed.

[0418] Note that in the present embodiment, when the production mode is switched, for the acquired reservation information, in other words, the reservation information for which the execution lottery of the reservation notice production (the reservation notice setting process in Fig. 34) has already been performed, a configuration is adopted to restrict the re-execution lottery. Specifically, the execution lottery of the reservation notice production is not performed again, and the execution lottery is not performed repeatedly before and after the switching of the production mode for the same reservation information (reservation image).

[0419] In step Sa1911, a return standby flag is set in each of the above-described various flag storage areas 344d. In the present embodiment, when the production mode is switched and then switched back to the original production mode, the display mode of the hold image is configured to return to the specific display mode. The return standby flag is a flag indicating that it is waiting for the return process. After the execution of step Sa1911, the production mode switching process ends.

[0420] If an affirmative determination is made in step Sa1905 above (when the return standby flag is stored), the process proceeds to step Sa1912, and a process of erasing the return standby flag is executed. Here, the situation where an affirmative determination is made in step Sa1905 means that the first production mode switching is performed in the situation where the hold preview production is being executed, and then, as a result of the mode switching operation being performed again, the original production mode is restored. For example, in the situation where any hold image is being displayed in the specific display mode, the production mode is switched from production mode A to production mode B, and then switched back to production mode A. At that time, at the previous mode switching (switching from production mode A to production mode B), the display mode of the hold image is set to the normal display mode HMa and the hold preview production is canceled. Therefore, the hold image that was being displayed in the specific display mode in production mode A continues to be displayed in the normal display mode HMa while staying in production mode B.

[0421] Note that after switching to production mode B and before switching to production mode A, the game turn of the hold image (hold information) may end. In this case, since the return standby flag is erased in steps Sa1811 and Sa1812 of the special figure variable display process (Figure 41), a negative determination will be made in step Sa1905 above.

[0422] After the execution of step Sa1912, in step Sa1913, a preview return setting process for returning the display mode of the hold image to the specific display mode is executed. Then, the production mode switching process ends.

[0423] <Change in the display mode of the hold image due to switching of the performance mode> As already described, in this embodiment, when the performance mode is switched while the hold image is being displayed in a specific display mode, the display mode of the hold image is changed to the normal display mode HMa, and the hold preview performance is cancelled. In this case, not only the background image 401 but also the hold display unit 200 are included in the change of the display state, so that the change of the performance mode can be clearly understood by the player.

[0424] Also, when the switching of the performance mode is merely a change in the display video, it becomes difficult to impress the player with the differences between the modes. However, in this embodiment, since the execution frequency of the hold preview performance is made different between the modes, the difference between the performance modes can be emphasized. However, in a configuration where the execution frequency of the hold preview performance is different between the modes, even if the display mode of the hold image for which the hold preview performance is being performed is the same, the jackpot expectation level suggested by the display mode may differ depending on the type of the performance mode. For this reason, if the display mode before the mode switch is maintained even after the mode switch, the actual expectation level of the hold information, although corresponding to the performance mode before the switch, is displayed as if suggesting the expectation level corresponding to the performance mode after the switch, so there is a concern that an inconsistency may occur between the expectation level suggested by the hold preview performance and the actual expectation level. In this regard, by changing the display mode of the hold image to the normal display mode HMa in accordance with the switching of the performance mode, such an inconsistency in the expectation level can be preferably avoided.

[0425] In this way, by canceling the execution of the hold preview performance in response to the switching of the performance mode, it is possible to make the change of the performance mode easy to understand and to avoid the inconsistency of the expectation level suggested by the hold preview performance. On the other hand, there is a concern that some players may misunderstand that the chance suggested by the hold preview performance has disappeared due to the cancellation of the hold preview performance, leading to disappointment.

[0426] Therefore, in the present embodiment, the setting process for preview return in step Sa1913, the second execution process for suspended preview in step Sa1702, and the third execution process for suspended preview in step Sa1808 are provided, and when the production mode is switched and then switched back to the original production mode by another switch, the display mode of the suspended image is configured to be restored. Hereinafter, the processing of each of the above steps will be described in detail.

[0427] <Setting process for preview return> The setting process for preview return in step Sa1913 will be described with reference to the flowchart of FIG. 43.

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

[0429] At this time, if the suspended image has shifted to the lower area side as the game rounds progress after the switch from production mode A to production mode B, for the suspended image corresponding to the suspended image that was displayed in the fourth unit suspended display area Ga4 at the time of mode switch, it is grasped that it was displayed in the blue display mode HMb before the release process. For example, if two game rounds have been completed after the switch to production mode B, it is grasped that the suspended image displayed in the second unit suspended display area Ga2 was displayed in the blue display mode HMb at the time of mode switch. This grasping is performed by referring to the return area 344f of the RAM 344.

[0430] In step Sa2102, it is determined whether the game turn of the reserved image (target reserved image) being displayed in a specific display mode is in progress. That is, after switching from production mode A to production mode B, it is determined whether the game has progressed to the game turn of the target reserved image after the game turns have been completed. If the game turn is not in progress, the process proceeds to step Sa2103 to ascertain the number of reserved information (number of reservations) prior to the target reserved image. For example, if the target reserved image is the third piece of reserved information, two pieces are ascertained as the number of reservations prior to it. Note that the reserved information for which the game turn is in progress is not subject to the number of reservations. Also, the number of reservations is ascertained separately for the first special figure and the second special figure.

[0431] In step Sa2104, it is determined whether the number of reservations ascertained in step Sa2103 is equal to or greater than a predetermined number (for example, one). If it is equal to or greater than the predetermined number, the process proceeds to step Sa2105 to execute the lottery process for the return scenario. The return scenario determines at which shift timing the target reserved image is to be returned to the original specific display mode.

[0432] In the various table storage areas 343a of the ROM 343, a return scenario table is stored that determines at which timing the display mode of the reserved image is to be restored, corresponding to the number of reservations and the original specific display mode. In the return scenario table, for example, when the number of reservations is two, the return timings of the display mode can be selected as the first shift (shift to the second unit reserved display area Ga2), the second shift (shift to the first unit reserved display area Ga1), and the third shift (shift to the execution display area D).

[0433] Also, in the return scenario table, when the original display mode is a specific display mode higher than the blue display mode HMb, it is also possible to select whether to directly return to the original specific display mode from the normal display mode HMa or to return to the original specific display mode step by step. Therefore, there may be cases where the original specific display mode is restored by a single reserved change display, or there may be cases where the original specific display mode is restored after multiple reserved change displays.

[0434] In step Sa2105, based on the above return scenario table and the lottery counter (random number value) obtained from each counter area 344b of the RAM 344, the return timing and return mode of the display mode in the hold image are selected.

[0435] After the execution of step Sa2105 or when a negative determination is made in step Sa2104 (when the number of holds is less than 1), the return scenario setting process is performed in step Sa2106. When the return scenario lottery process is performed in step Sa2105, it is set to return the display mode of the hold image according to the selected return scenario. When the number of hold images is less than 1, it is set to return the display mode of the hold image when shifting to the execution display area D.

[0436] After the execution of step Sa2106 or when an affirmative determination is made in step Sa2102 (when the game turn of the target hold image is in progress), in step Sa2107, a preview return flag is set in each flag storage area 344d of the RAM 344. The preview return flag is for the MPU 342 to recognize that the process for restoring the display mode of the hold image should be executed. After the execution of step Sa2107, the preview return setting process is terminated.

[0437] <Second Execution Process for Hold Notice> The second execution process for the hold notice in step Sa1702 (Fig. 40(a)) will be described with reference to the flowchart of Fig. 44. This process is performed as part of the shift-time command corresponding process. In other words, it is a process executed at the shift timing of the hold image.

[0438] First, in step Sa2201, it is determined whether a preview return flag is stored in each flag storage area 344d of the RAM 344. If the preview return flag is not stored, the second execution process for the hold notice is terminated as it is.

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

[0440] If it is the return timing, the process proceeds to step Sa2204, and the display mode of the destination is grasped based on the setting result of the return scenario. For example, when the display mode before canceling the image for target hold is the green display mode HMc, and the display mode determined by the return scenario is the green display mode HMc, the green display mode HMc is grasped as the display mode of the destination. Also, when the display mode determined by the return scenario is the blue display mode HMb, which is the stage before the green display mode HMc, the blue display mode HMb is grasped as the display mode of the destination.

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

[0442] <Third execution process for hold notice> The third execution process for the hold notice in step Sa1808 (Figure 41) will be described with reference to the flowchart of Figure 45. This process is carried out as part of the special figure variable display process, in other words, it is a process carried out during the execution of a game round.

[0443] First, in step Sa2301, it is determined whether a notice return flag is stored in the various flag storage areas 344d of the RAM 344. If the notice return flag is not stored, the processing for the third execution of the pending notice is terminated as it is.

[0444] If the notice return flag is stored, the process proceeds to step Sa2302, and it is determined whether a promotion flag is stored in the various flag storage areas 344d. The promotion flag will be described later.

[0445] If the promotion flag is not stored, the process proceeds to step Sa2303, and it is determined whether the current display mode in the target pending image is the normal display mode HMa. Note that the case where the current display mode in the target pending image is the normal display mode HMa is the case where a switching operation to the original effect mode is performed during the execution of the game round of the target pending image.

[0446] If the current display mode is the normal display mode HMa, the process proceeds to step Sa2304, and it is determined whether a pending change point remains in the ongoing game round. For example, in a situation where the effect mode is changed at the end of the game round of the target pending image and there is no remaining pending change point, the process proceeds to step Sa2314, and the notice return flag stored in the various flag storage areas 344d is erased. As a result, the return process of the pending notice effect is canceled, and the target pending image (the pending image displayed in the execution display area D) continues to be displayed in the normal display mode HMa in that game round.

[0447] If there are remaining change points, in step Sa2305, the pre-cancellation specific display mode in the target hold image is grasped by referring to the return area 344f of the RAM 344, and this is grasped as the display mode of the change destination. In step Sa2306, the display mode of the hold image is set to be changed to the display mode grasped in step Sa2305. Specifically, as an output command to the display control device 350, a command indicating that the display mode of the hold image should be changed is set so as to include information indicating to which display mode (display color) it should be changed. As a result, the display mode of the hold image displayed in the execution display area D is changed (restored) to the pre-cancellation specific display mode at the most recent hold change point.

[0448] After the execution of step Sa2306 or when a negative determination is made in step Sa2303 (when the current display mode in the target hold image is not the normal display mode HMa), in step Sa2307, it is determined whether the determined flag is stored in the above various flag storage areas 344d. Note that the case where the current display mode in the target hold image (the hold image displayed in the execution display area D) is not the normal display mode HMa is a situation where the display mode of the hold image has already been changed to the pre-cancellation specific display mode.

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

[0450] Here, the promotion process of the hold notice in step Sa2308 will be described with reference to the flowchart of FIG. 46.

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

[0452] In step Sa2402, an upgrade determination for the hold notice effect is made based on the variation pattern grasped in step Sa2401 and the upgrade determination table stored in each table storage area 343a of the ROM 343. The upgrade determination determines whether it is possible to change the display mode of the target hold image (the hold image displayed in the execution display area D) to a higher specific display mode (a display mode higher than the display mode before cancellation).

[0453] As shown in FIG. 47, in the upgrade determination table, the upper limit of the display mode is determined for each variation pattern. For example, in the case of the variation pattern 5H corresponding to the SPSP reach A deviation, a change up to the red display mode HMd is allowed. Incidentally, in the case of each variation pattern corresponding to a big win, a change up to the rainbow display mode HMe is allowed in any of the variation patterns 1A to 5A.

[0454] Note that the upgrade determination table is not limited to the configuration shown in FIG. 47. For example, other configurations may be used, such as different upper limit display modes for each variation pattern corresponding to a big win. The key point is that the upper limit display mode should be determined so as to correspond to the big win expectancy of that game round (variation pattern) (in other words, to match the big win expectancy).

[0455] In step Sa2402, the upper limit display mode corresponding to the variation pattern grasped in step Sa2401 is specified with reference to the above upgrade determination table, and it is determined whether the current display mode of the target hold image is a lower display mode than the specified upper limit display mode. As a result, if the current display mode is a lower display mode than the upper limit display mode, an upgrade of the display mode is allowed; otherwise, the upgrade is not allowed. In the case where the display mode change setting is performed in step Sa2306, it is determined whether the display mode after the change is a lower display mode than the specified upper limit display mode, and the allowability of the upgrade is determined based on the result.

[0456] After the execution of step Sa2402, at step Sa2403, a determined flag is set in the various flag storage areas 344d of the RAM 344. The determined flag is for the MPU 342 to recognize that the promotion determination has been executed. In other words, it is for avoiding duplicate execution of the promotion determination.

[0457] In step Sa2404, it is determined whether the result of the promotion determination in step Sa2402 allows the promotion of the display mode. If promotion is not allowed, the process exits the reserved notice promotion process and proceeds to step Sa2314 (Fig. 45), where the preview return flag is erased and the process for the third execution of the reserved notice ends.

[0458] If promotion is allowed, the process proceeds to step Sa2405, where a lottery process for the promotion scenario is executed. The promotion scenario determines at which timing (reserved change point) and to which display mode the target reserved image displayed in the execution display area D is to be changed. In the various table storage areas 343a of the ROM 343, a promotion scenario lottery table for lotterying the promotion scenario is stored. In this promotion scenario lottery table, in addition to the information for lotterying whether to execute the promotion effect, a plurality of types of promotion scenarios are set corresponding to each upper limit display mode of the reserved notice effect. In step Sa2405, based on the above promotion scenario lottery table and the lottery counter (random number value) obtained from each counter area 344b of the RAM 344, an execution lottery for whether to promote the display mode and a scenario lottery when promoting are performed.

[0459] In step Sa2406, it is determined whether the result of the lottery process in step Sa2405 is to promote the display mode. If promotion is not performed, the process exits the reserved notice promotion process and proceeds to step Sa2314 (Fig. 45), where the preview return flag is erased and the process for the third execution of the reserved notice ends.

[0460] When it is to be upgraded, proceed to step Sa2407, and set the upgrade scenario data so that the upgrade scenario selected in step Sa2405 is executed. After the execution of step Sa2407, in steps Sa2408 to Sa2410, execute the process related to the change suggestion effect. Since these processes are the same as steps Sa1603 to Sa1605 in the first execution process for the hold notice (Fig. 38(a)), the description thereof is omitted.

[0461] After the execution of step Sa2410 or when a negative determination is made in step Sa2409, set the upgrade flag in the above various flag storage areas 344d in step Sa2411, and then end the upgrade process for the hold notice. The upgrade flag is for the MPU342 to recognize that the display mode of the target hold image should be upgraded.

[0462] Returning to the description of the third execution process for the hold notice (Fig. 45), after executing the upgrade process for the hold notice in step Sa2308, end the third execution process for the hold notice.

[0463] When an affirmative determination is made in step Sa2302 above (when the upgrade flag is stored), proceed to step Sa2309 and determine whether it is the upgrade timing of the display mode. This determination is made based on the setting result of the upgrade scenario in step Sa2407. If it is not the upgrade timing, end the third execution process for the hold notice as it is.

[0464] If it is the upgrade timing, proceed to step Sa2310 and grasp the display mode of the change destination (the upper display mode) in the current change process based on the setting result of the upgrade scenario. In the subsequent step Sa2311, set to change the display mode of the hold image displayed in the execution display area D to the display mode grasped in step Sa2310. Specifically, as an output command to the display control device 350, set a command to change the display mode of the hold image displayed in the execution display area D so as to include information indicating which display mode to change to.

[0465] In step Sa2312, it is determined whether the display mode grasped in step Sa2310 or the display mode set as the change destination in step Sa2311 is the final display mode in the elevation effect. For example, in the case where an elevation scenario is set such that the display mode is elevated in multiple stages by a plurality of change processes, if the current change process is a process in the middle stage, this step is determined to be negative, assuming that it is not the final display mode, and the process for the third execution of the hold notice is terminated as it is.

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

[0467] <Regarding the flow of the display mode of the hold image when the production mode is switched> The flow of the display mode of the hold image when the production mode is switched will be described with reference to FIGS. 48 to 50.

[0468] When a winning occurs at the first operation port 62 in a state where three pieces of hold information for the first special figure are acquired and a fourth piece of hold information (hold image HW) is acquired, the main control device 162 executes a hold pre-reading process (step Sa305) for the acquired hold information. Here, as a result, it is assumed that the pass / fail determination is off and the result that the variation pattern is variation pattern 6H (out of SPSP reach B) is pre-read.

[0469] In addition, the production control device 143 executes setting processing for reservation notice (step Sa1403) based on the pre-reading result in the main control device 162, and performs execution lottery for reservation notice production, lottery for the final display mode, lottery for the production scenario, etc. for the reservation image HW. As a result of these lotteries, it is assumed that the red display mode HMd is selected as the final display mode, and a scenario is selected in which it is displayed in the green display mode HMc at the beginning of display and changed to the red display mode HMd at a later shift timing. In this case, as shown in Fig. 48(a), the reservation image HW in the green display mode HMc is displayed in the fourth unit reservation display area Ga4 of the first reservation display area Ga.

[0470] After that, when a mode switching operation is performed by the player using the production operation unit 36, the production mode is switched from the production mode A to the production mode B. At that time, as shown in Fig. 48(b), the display mode of the reservation image HW, which was in the green display mode HMc in the production mode A, is changed to the normal display mode HMa. In this case, the production control device 143 stores information indicating the display mode (green display mode HMc) of the reservation image HW before the mode switch in the return area 344f of the RAM 344. Note that Fig. 48(b) shows the case where the production mode is switched during the game round in which the reservation information of the reservation image HW is acquired.

[0471] When a mode switching operation is performed again in the next game round and the production mode is switched from the production mode B to the production mode A, the production control device 143 executes setting processing for notice return (step Sa1913) based on the information stored in the return area 344f, and grasps the original display mode (green display mode HMc), selects a return scenario, etc. As a result of the scenario lottery, it is assumed that a scenario is selected in which it is initially displayed in the normal display mode HMa and then changed to the green display mode HMc, which is the original display mode, at the subsequent change timing.

[0472] In this case, as shown in FIG. 49(a), when switching to the effect mode A, the hold image HW is displayed in the state where the display mode is the normal display mode HMa. Then, if the selected return scenario changes the display mode of the hold image HW to the blue display mode HMb at the next shift timing and further changes it to the green display mode HMc at the next shift timing, as shown in FIG. 49(b), at the timing when the hold image HW is shifted to the second unit hold display area Ga2, the display mode of the hold image HW is returned to the original green display mode HMc. As a result, when switching to the effect mode B, the display mode of the hold image HW that was in the normal display mode HMa before the switch to the effect mode B is returned to the display mode before the switch.

[0473] Note that after switching from the effect mode B to the effect mode A, until the game turn of the hold image HW starts, a random execution lottery for a change suggestion effect (FIG. 39) that suggests a change (ranking up) in the display mode of the hold image is not performed. Therefore, no change suggestion effect is performed when changing to the blue display mode HMb or the green display mode HMc.

[0474] Then, as shown in FIG. 50(a), when the game turn of the hold image HW starts, the effect control device 143 executes the third execution process for hold notice (step Sa1808), and grasps the variation pattern of the hold image HW, grasps the upper limit display mode corresponding to the grasped variation pattern, and performs a promotion determination to a higher display mode, etc.

[0475] The variation pattern of the hold image HW is variation pattern 6H, and since the upper limit display mode in this case is the red display mode HMd (Fig. 47), in the promotion determination, the current display mode (green display mode HMc) is lower than the upper limit display mode, so the promotion of the display mode is allowed. As a result, as shown in Fig. 50(b), at a predetermined hold change point in the game turn of the hold image HW, the display mode of the hold image HW displayed in the execution display area D is changed to the red display mode HMd, that is, a mode higher than the original display mode. At that time, if the execution lottery of the change suggestion effect is won, the change suggestion effect is performed and then the change to the red display mode HMd is made.

[0476] The red display mode HMd indicates that the SPSP reach effect is performed in the game turn of the hold image. Here, since the variation pattern of the hold image HW is variation pattern 6H corresponding to the SPSP reach B miss effect, the SPSP reach B effect is performed in the game turn of the hold image HW, and the suggestion by the hold image HW is consistent with the actual game turn effect.

[0477] Note that after the switch from effect mode A to effect mode B, the game turn of the hold image HW may end without switching back to effect mode A. In this case, the display mode of the hold image HW is maintained in the normal display mode HMa without returning to the specific display mode.

[0478] According to the embodiment described in detail above, the following excellent effects can be achieved.

[0479] When the execution of the hold notice effect is cancelled by switching the effect mode and the display mode of the target hold image HW is changed from the specific display mode to the normal display mode HMa, then, by shifting to the original effect mode, the display mode of the target hold image HW is configured to return to the original specific display mode.

[0480] In this embodiment, since the display mode of the hold image is set to a specific display mode based on the result of the hold preview process, it is possible to arouse the player's sense of anticipation of a big win from before the start of the game round. Furthermore, since a plurality of types of modes are set so that the big win expectancy levels are different as the specific display modes, it is possible to assign different levels of expectancy and provide suggestions, and it is possible to achieve a configuration that is advantageous in arousing the player's sense of anticipation. Also, since mode switching is performed between presentation mode A and presentation mode B, it is possible to change the player's mood during the game and suppress boredom with the game. In such a configuration, when the presentation mode is switched during the execution of a hold preview presentation (a presentation in which the hold image is set to a specific display mode), there is a concern that, if the execution of the hold preview presentation is cancelled, it may give the player the misunderstanding or unease that the expectancy level notified or suggested by the presentation has disappeared. In this case, it may be considered to restrict the switching of the presentation mode during the execution of the hold preview presentation, but this may lead to a situation where the frequency of switching of the presentation mode d...

Claims

1. An information acquisition means for acquiring special information based on the fulfillment of a predetermined acquisition condition; An acquired information storage means for storing the special information acquired by the information acquisition means with a predetermined number as an upper limit; An attribution determination means for performing an attribution determination as to whether the special information stored in the acquired information storage means corresponds to attribution information; A privilege granting means capable of granting a privilege to a player based on the result of the attribution determination by the attribution determination means being an attribution correspondence result indicating that the special information to be determined corresponds to the attribution information; A game round control means for controlling a predetermined notification means so that a game reuse operation is started based on the attribution determination being performed by the attribution determination means, and the game reuse operation is terminated as a notification result corresponding to the determination result of the attribution determination, and the game reuse operation is performed once per game round; A means for enabling a predetermined reach effect to be performed during the execution of the game reuse operation; A reservation notification means for performing reservation notification so that at least the number of reserved game rounds before execution can be recognized by the player, using the predetermined notification means or a notification means different from the predetermined notification means; A pre-specification means for specifying information corresponding to the determination result when the predetermined special information acquired by the information acquisition means becomes the object of the attribution determination, at a timing earlier than when the special information becomes the object of the attribution determination; A specific mode means for making the notification mode of the reservation notification different from the normal mode based on the specification result of the pre-specification means; Comprising; In the specific mode, a plurality of types of modes are set so that the degree of expectation of becoming the attribution correspondence result is different; A means for determining which of the plurality of types of modes the notification mode of the reservation notification is based on the specification result of the pre-specification means; A means for storing, in a predetermined storage area, predetermined information capable of specifying which of the plurality of types of modes the notification mode of the reservation notification in the specific mode is; Comprising; In a situation where the notification mode of a predetermined reservation notification is the specific mode in the first effect state, it is configured to be able to become a second effect state in which at least the reservation notification by the specific mode or the reservation notification is not executed for the predetermined reservation notification; The second effect state is different from the predetermined reach effect; After the end of the second effect state, for at least the predetermined hold notification, without making the determination based on the identification result of the destination identification means, means are provided to perform the hold notification in the same notification mode as the notification mode before the second effect state among the plurality of types of modes based on the predetermined information stored in the predetermined storage area. During the execution of the game operation, it is configured such that a transition from the first effect state to the second effect state can be executed. Means are provided to enable a specific notification that can suggest a change in the notification mode before the notification mode of the hold notification becomes any of the plurality of types of modes. After the end of the second effect state, it is configured such that the specific notification is not performed when the hold notification for the predetermined hold notification is performed in the same notification mode as the notification mode before the second effect state. The plurality of types of modes include a first mode and a second mode with a higher degree of expectation of becoming the grant corresponding result than the first mode. A gaming machine characterized in that a transition from the first effect state to the second effect state is possible in a situation where the notification mode of the predetermined hold notification specified as the specific mode is the first mode, and a transition from the first effect state to the second effect state is possible in a situation where the notification mode of the predetermined hold notification specified as the specific mode is the second mode.

2. Information acquisition means for acquiring special information based on the establishment of a predetermined acquisition condition; Acquired information storage means for storing the special information acquired by the information acquisition means with a predetermined number as an upper limit; Grant determination means for performing a grant determination as to whether the special information stored in the acquired information storage means corresponds to the grant information; Privilege grant means capable of granting a privilege to the player based on the result of the grant determination by the grant determination means being a grant corresponding result that the special information to be determined corresponds to the grant information; Game turn control means for controlling a predetermined notification means so that a game operation is started based on the grant determination being made by the grant determination means, and the game operation is terminated as a result of the notification corresponding to the determination result of the grant determination, and the game operation is performed as one game turn; Means for enabling a predetermined reach effect to be performed during the execution of the game operation. Means for performing a hold display capable of displaying the number of holds in the game round before execution so that the player can recognize it and displaying the execution of the held game round so that the player can recognize it by the predetermined notification means or a notification means different from the predetermined notification means, Means for specifying, at a timing earlier than when the specific special information becomes the target of the grant determination, information corresponding to the determination result when the specific special information acquired by the information acquisition means becomes the target of the grant determination, Means for making the display mode of the hold display different from the normal mode based on the specification result of the pre-specification means, Comprising, In the specific mode, a plurality of types of modes are set so that the degree of expectation of becoming the grant corresponding result is different, Means for determining which of the plurality of types of modes the display mode of the hold display should be based on the specification result of the pre-specification means, Means for storing, in a predetermined storage area, predetermined information that can specify which of the plurality of types of modes the display mode of the hold display in the specific mode is, Comprising, In the situation where the display mode of a predetermined hold display is the specific mode in the first effect state, it is configured to be able to become a second effect state in which at least the hold display according to the specific mode or the hold display is not executed, The second effect state is different from the predetermined reach effect, After the end of the second effect state, for at least the predetermined hold display, without making the determination based on the specification result of the pre-specification means, the hold display is performed in the same display mode as the display mode before becoming the second effect state among the plurality of types of modes based on the predetermined information stored in the predetermined storage area, It is configured so that the transition from the first effect state to the second effect state can be executed during the execution of the operation for the game, Means for enabling a specific notification that can execute a suggestion of a change in the display mode before the display mode of the hold display becomes any of the plurality of types of modes, After the end of the second effect state, the specific notification is not performed when the hold display for the predetermined hold display is performed in the same display mode as the display mode before becoming the second effect state, The plurality of types of modes include a first mode and a second mode having a higher degree of expectation of becoming the corresponding result of the provision than the first mode. A gaming machine, characterized in that a transition from the first presentation state to the second presentation state is possible in a situation where the display mode of the predetermined hold display specified as the specific mode is the first mode, and a transition from the first presentation state to the second presentation state is possible in a situation where the display mode of the predetermined hold display specified as the specific mode is the second mode.

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