Pachinko machine

The gaming machine addresses disorderly effects in existing machines by using distinct start winning means and display enhancements to create a more comfortable and engaging gaming experience.

JP7708255B2Active Publication Date: 2025-07-15SANYO BUSSAN KK
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Patent Information

Application Number
JP2024034028
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-06
Publication Date
2025-07-15
Estimated Expiration
2039-12-23

AI Technical Summary

Technical Problem

Existing gaming machines execute multiple types of effects disorderly, leading to an uncomfortable gaming experience for players.

Method used

A gaming machine with distinct first and second start winning means, effect execution means, and holding display means that enhance the likelihood of achieving specific advantageous game states, including a reach display and preview display to improve player engagement and comfort.

Benefits of technology

The gaming machine allows players to enjoy a more comfortable and engaging gaming experience by optimizing the occurrence of advantageous game states through controlled effect execution and display mechanisms.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of causing a player to play a game comfortably.SOLUTION: A game machine includes startup ball entry means for executing an internal lottery upon entry of a game ball, variable display means for executing variable display, and performance execution means for causing the variable display means to execute a performance. The performance execution means includes read-ahead performance digestion determination processing in step S5102O for causing the variable display means to execute a development performance that gradually develops over a predetermined number of times of game rounds on the basis of the establishment of a first trigger, development performance frequency increasing means for increasing the number of times of game rounds of the development performance on the basis of the establishment of a second trigger different from the first trigger, and development performance suspension means for causing the variable display means to suspend the execution of the development performance when the number of times of game rounds of the development performance is increased by the development performance frequency increasing means.SELECTED DRAWING: Figure 123
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine provided with variable display means for variably displaying a plurality of patterns has been known (see, for example, Patent Document 1). When a game ball enters an operation port (starting ball entry means) of this gaming machine, an internal lottery such as a jackpot lottery is executed, and at the same time, variable display of the pattern is started. For example, when winning the jackpot lottery, the gaming machine finally stops and displays a specific combination of patterns or the like on the variable display means, and shifts the game state to a specific control state advantageous to the player. In this specific control state, the gaming machine pays out a large number of game balls, for example, by shifting the variable winning device to a state where game balls can enter. By the way, such a gaming machine executes a plurality of types of effects that make the player expect that the game state may shift to a specific control state after starting the variable display of the pattern.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is a problem that a plurality of types of effects are executed disorderly in order to simplify the control of the gaming machine, and thus the player may not be able to play comfortably.

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

Means for Solving the Problems

[0006] The gaming machine of the present invention includes a launching means for launching a game ball toward a game area formed on a game board, a display means arranged corresponding to the game board and capable of executing a variable display of a plurality of symbols, and an effect execution means capable of executing an effect including a reach display effect in which a variable display is executed in a state where a predetermined number of symbols are displayed in a predetermined combination. The gaming machine has a first start winning means that allows a game ball flowing down in the game area to enter and serves as an opportunity to execute a predetermined lottery based on the entry of the game ball, and a second start winning means that allows a game ball flowing down in the game area to enter and serves as an opportunity to execute a specific lottery based on the entry of the game ball, which is different from the first start winning means. The gaming machine further includes a holding display means capable of displaying a number of effect holding images corresponding to the number of held rights of the variable display held up to a predetermined upper limit when a game ball enters at least the first start winning means. The variable display that can be displayed in the variable display includes a first variable display executed triggered by the entry of a game ball into the first start winning means and a second variable display executed triggered by the entry of a game ball into the second start winning means. The gaming machine is configured such that a specific advantageous game state for the player is more likely to occur when the result of a specific lottery based on the entry of a game ball into the second start winning means becomes a specific advantageous result than when the result of a predetermined lottery based on the entry of a game ball into the first start winning means becomes a predetermined advantageous result. By the effect execution means, in at least a plurality of consecutive first variable displays, Not used as a reserved image for performances it is configured to be able to display a predetermined suggestion information image. At least executable after the execution of a specific gaming state Based on the entry of a game ball into the second start winning means in a predetermined game state, in a situation where a predetermined suggestion information image is displayed on the display means with a predetermined display content, it is configured to be able to execute the display of a specific effect image corresponding to the second variable display, overlapping with the predetermined suggestion information image. In a situation where a predetermined suggestion information image is displayed on the display means with a predetermined display content , table it is configured to be able to end the display of the specific effect image being executed by the display means, and the display content of the predetermined suggestion information image can change from the predetermined display content to a specific display content while the display of the specific effect image is being executed by the display means , specialA predetermined suggestion information image that is displayed overlapping with the second variable display on which the fixed performance image is displayed is configured to be displayed so as not to interfere with the visual recognition of the predetermined variable display of the symbols in the second variable display. When specific conditions are met, it is configured to be able to display a special effect image following the specific effect image after the end of the display of the specific effect image. When the special effect image is displayed, it is configured to be more likely to have a higher value for the player than when the special effect image is not displayed after the end of the display of the specific effect image. When displaying a predetermined suggestion information image overlapping with a specific performance image, it is configured to be able to continuously display the predetermined suggestion information image at the position where it was displayed at the start of the display of the specific performance image. , table When ending the display of the specific performance image being executed by the display means, it is characterized in that it is configured to end the specific performance image all at once without fading out the specific performance image to end the display.

Effect of the Invention

[0007] According to the present invention, the gaming machine can allow the player to play comfortably.

Brief Explanation of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] 〔Reference Embodiment〕 Hereinafter, a reference embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a reference embodiment of the present invention. The pachinko machine 1 is a pachinko game machine which is a kind of gaming machine. As shown in FIG. 1, this pachinko machine 1 includes an outer frame 11 forming the outer shell of the pachinko machine 1, and a game machine main body 12 rotatably attached to the front (front side) of the outer frame 11.

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

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

[0012] The front door frame 121 has a substantially elliptical window portion 122 provided so as to cover the entire front surface side of the inner frame, and a window panel 123 fitted into the window portion 122. In this reference embodiment, the window panel 123 is formed colorless and transparent by glass, but it may be formed colorless and transparent by a synthetic resin or the like. Further, the front door frame 121 includes a display lamp portion 124 provided above the window portion 122 as a part of a light emitting means constituted by various lamp portions and the like provided around the window portion 122, speaker portions 125 provided on both the left and right sides of the display lamp portion 124 and outputting effect sounds and the like according to the gaming situation, and an upper bulging portion 14 and a lower bulging portion 15 provided below the window portion 122.

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

[0014] Furthermore, the front door frame 121 is provided with a launch handle 16 as a launching means provided to the right of the lower tray 151. When this launch handle 16 is operated by the player of the pachinko machine 1, a game ball is launched from the game ball launching mechanism 49 provided below the inner frame toward the game area provided above the inner frame. By changing the amount of rotation operation of the launch handle 16, the launch intensity of the game ball launched toward the game area, that is, the momentum of the launch, is changed.

[0015] FIG. 2 is a front view of the game board. As shown in FIG. 2, the game board 2 has an inner rail portion 21 and an outer rail portion 22 attached to its surface and is mounted on the inner frame. The aforementioned game area is formed on the game board 2 so as to be partitioned by the inner rail portion 21 and the outer rail portion 22. Almost the entire area of this game area can be visually recognized from the front through the window portion 122. The inner rail portion 21 and the outer rail portion 22 constitute a guide rail 23 for the game ball to the game area, and this guide rail 23 guides the game ball launched from the game ball launching mechanism 49 when the player rotates the launch handle 16 to the upper part of the game area.

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

[0017] The game board 2 has a plurality of large and small openings formed so as to penetrate in the front-rear direction by being subjected to router processing in the game area. The game board 2 also has a general winning opening 24, an upper operation opening (first starting ball entry means) 25, a lower operation opening (second starting ball entry means) 26, a variable winning device 27, and an out opening 28 provided in each opening. The game board 2 also has through gates 31 provided on the left side and the right side of the central portion, a main display device 32 provided on the upper right side, a variable display unit 33 provided in the central portion, and the like. Further, the game board 2 has a large number of nails NL planted to appropriately disperse or adjust the falling direction of the game ball, and various members (effect devices) such as windmills in the game area.

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

[0019] Specifically, when a game ball enters the general winning opening 24, the pachinko machine 1 pays out 10 prize balls. When a game ball enters the upper operation opening 25 or the lower operation opening 26, the pachinko machine 1 pays out 3 prize balls. When a game ball enters the variable winning device 27, the pachinko machine 1 pays out 15 prize balls. Note that the number of these prize balls is arbitrary, and for example, the number of prize balls for each operation opening 25, 26 may be different.

[0020] The out opening 28 is provided at the lowermost part of the game area of the game board 2. Game balls that do not enter various winning openings and the like are discharged from the game area through this out opening 28. Further, the out opening 28 is provided with a detection sensor 305 (see FIG. 4) for detecting the entry of a game ball, and this detection sensor 305 is disposed on the back side of the game board 2. Note that when a game ball enters the out opening 28, unlike when a game ball enters various winning openings, the pachinko machine 1 does not execute the payout of prize balls.

[0021] Each through gate 31 is provided with a detection sensor 306 (see FIG. 4) for detecting the entry of a game ball, and this detection sensor 306 is disposed on the back side of the game board 2. Note that when a game ball enters each through gate 31, unlike when a game ball enters various winning openings, the pachinko machine 1 does not execute the payout of prize balls.

[0022] Here, the entry of a game ball means that the game ball passes through a predetermined opening, and includes not only the mode of being discharged from the game area after passing through the opening, but also the mode of continuing to flow down in the game area without being discharged from the game area after passing through the opening. However, in the following description, in order to clearly distinguish from the entry of a game ball into the out opening 28, the entry of a game ball into various winning openings is also expressed as a win. Further, the entry of a game ball into the through gate 31 means continuing to flow down in the game area without being discharged from the game area after passing through a gate provided in the game area. The entry of a game ball into this through gate 31 is also expressed as a win in the same way as the entry of a game ball into various winning openings.

[0023] The upper operation port 25 and the lower operation port 26 are unitized as an operation port device and installed on the game board 2. Each of the operation ports 25 and 26 opens upward together to allow a game ball flowing down in the game area to enter, and they are arranged vertically side by side with the upper operation port 25 placed above and the lower operation port 26 placed below. The lower operation port 26 has an electric accessory 261 as a guide piece (support piece) constituted by a pair of left and right movable pieces.

[0024] The electric accessory 261 is connected to an electric accessory drive unit 262 mounted on the back side of the game board 2. This electric accessory 261 is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric accessory drive unit 262. The closed state is a state in which the upper end of the electric accessory 261 is brought close in the left-right direction to close the lower operation port 26. The open state is a state in which the upper end of the electric accessory 261 is separated in the left-right direction to open the lower operation port 26.

[0025] Here, when the electric accessory 261 is set to the closed state, the distance between the upper end of this electric accessory 261 and the upper operation port 25 becomes narrower than the size of one game ball. Also, when the electric accessory 261 is set to the open state, the distance between the upper end of this electric accessory 261 and the upper operation port 25 becomes wider than the size of one game ball. Therefore, the game ball cannot win in the lower operation port 26 when the electric accessory 261 is set to the closed state, and can win in the lower operation port 26 when set to the open state.

[0026] Note that the electric accessory 261 may be configured to switch between a state where it is difficult for a game ball to win in the lower operation port 26 (a state where it is possible for a game ball to enter, different from the closed state) and a state where it is easy for a game ball to win in the lower operation port 26, instead of the closed state and the open state described above. Also, the lower operation port 26 may be configured to perform such switching not by setting the electric accessory 261 but by displacement of the lower operation port 26. In such a configuration, the lower operation port 26 may not be provided with the electric accessory 261.

[0027] The variable winning device 27 includes a large winning opening 271 that opens upward to allow game balls flowing in the game area to enter, an opening / closing door 272 for opening and closing the large winning opening 271, and a variable winning drive unit 273 for driving the opening / closing door 272. In addition, the player strikes right with the maximum rotation operation amount of the firing handle 16, and shifts the arrival position of the game ball at the upper part of the game area from the side where the exit portion of the guiding rail 23 is formed to the opposite side, thereby guiding the game ball to the variable winning device 27 while avoiding the variable display unit 33 and the like.

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

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

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

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

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

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

[0034] The first result display unit 341 executes a variable display of a pattern triggered by winning a prize through the upper operation port 25, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning a prize through the upper operation port 25. When the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 341 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the opening / closing execution mode. The second result display unit 342 executes a variable display of a pattern triggered by winning a prize through the lower operation port 26, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning a prize through the lower operation port 26. When the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 342 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the opening / closing execution mode.

[0035] The accessory display unit 35 executes a variable display of a pattern triggered by winning a prize through each through gate 31, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning a prize through each through gate 31. When the result of the internal lottery corresponds to a transition to the electric accessory release state, the accessory display unit 35 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the electric accessory release state. In this electric accessory release state, the electric accessory 261 provided at the lower operation port 26 is in an open state in a predetermined manner.

[0036] In this reference embodiment, the main display unit 34 and the accessory display unit 35 are configured by segment displays, but the present invention is not limited thereto, and they may be configured by other types of display devices such as liquid crystal display devices, organic EL display devices, CRTs, and dot matrices. Further, as the pattern to be variably displayed on the main display unit 34 and the accessory display unit 35, a configuration in which a plurality of types of characters are variably displayed, a configuration in which a plurality of types of symbols are variably displayed, a configuration in which a plurality of types of characters are variably displayed, or a configuration in which a plurality of types of colors are switched and displayed can be adopted.

[0037] The variable display unit 33 includes a symbol display device 36 that variably displays (variable display or switching display) symbols, which are a type of pattern. The variable display unit 33 also includes a center frame 37 disposed so as to surround the symbol display device 36. The upper part of this center frame 37 is provided so as to bulge toward a window panel 123 provided on the front side thereof. Thereby, the pachinko machine 1 is configured to prevent the game balls from falling in front of the display screen G of the symbol display device 36, and to avoid inconveniences such as a decrease in the visibility of the display screen G due to the falling of the game balls.

[0038] The symbol display device 36 is configured as a liquid crystal display device including a liquid crystal display. This symbol display device 36 starts the variable display of symbols based on winning at the upper operation port 25 or the lower operation port 26. That is, when the variable display is executed at the first result display unit 341 of the main display unit 34 and when the variable display is executed at the second result display unit 342 of the main display unit 34, the symbol display device 36 executes the variable display accordingly. Note that the symbol display device 36 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.

[0039] The center frame 37 includes a first hold lamp unit 371 provided in the lower left region of the symbol display device 36, a second hold lamp unit 372 provided in the lower right region of the symbol display device 36, and a third hold lamp unit 373 provided in the upper region of the symbol display device 36.

[0040] The first hold lamp unit 371 is a part that displays the number of held game balls that have won at the upper operation port 25 and lights up according to the number of held game balls. The first hold lamp unit 371 can hold up to 4 game balls, and corresponds to the variable display of the first result display unit 341 and the symbol display device 36. The second holding lamp unit 372 is a part that displays the number of game balls held that have won the lower operation port 26, and lights up according to the number of held balls. This second holding lamp unit 372 can hold up to 4 game balls, and corresponds to the variable display of the second result display unit 342 and the symbol display device 36. The third holding lamp unit 373 is a part that displays the number of game balls held that have won each through gate 31, and lights up according to the number of held balls. This third holding lamp unit 373 can hold up to 4 game balls, and corresponds to the variable display of the accessory display unit 35. In addition, each holding lamp unit 371 to 373 may have other configurations such as being displayed as an image in a part of the symbol display device 36 described later.

[0041] Figure 3 is a diagram showing the display screen of the symbol display device. As shown in Figure 3, the display screen G of the symbol display device 36 is divided into three display areas in a column. In each display area, a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3 are displayed in order from left to right. Each symbol column Z1 to Z3 is composed of 8 types of symbols consisting of the numbers "1" to "8", arranged in ascending order from bottom to top, and with "1" following "8". In Figure 3, the center line of each display area is shown as a dashed line.

[0042] Based on winning the upper operation port 25 or the lower operation port 26, the symbol display device 36 starts the variable display of the symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction (upward in this reference embodiment), thereby performing an effect for the game on the display screen G. This effect for the game switches from variable display to stop display in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2, and finally ends with a predetermined symbol stopped and displayed on the effective line L. That is, a game turn refers to the period from when the variable display is started on the main display unit 34 and the symbol display device 36 based on winning the operation ports 25 and 26 until a predetermined stop result is displayed.

[0043] Note that the mode of the variable display of symbols in the symbol display device 36 is not limited to this and is arbitrary. For example, the number of symbol columns, the scroll direction of each symbol column, the number of symbols in each symbol column, etc. can be changed as appropriate. Also, the symbols in each symbol column may be in a mode that combines pictures and numbers instead of a mode with only numbers, or may be in a mode with only pictures.

[0044] <Electrical Configuration of Pachinko Machine> FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine. As shown in FIG. 4, the pachinko machine 1 includes a main control device 4, a sound and light control device 5, and a display control device 6, and these devices are mounted on the back side of the inner frame. Also, the pachinko machine 1 includes a payout control device 46 and a power / launch control device 47, and these devices are mounted on the back pack unit. The payout control device 46 executes payout control to cause the above-described payout device 48 to pay out game balls. The power / launch control device 47 executes launch control to cause the above-described game ball launch mechanism 49 to launch game balls.

[0045] The main control device 4 includes a main control board 41 that performs main control of the game (main control), and a power failure monitoring board 45 that monitors the power supply. Note that the main control device 4 includes a board box that houses the main control board 41 and the like. This board box may be provided with trace means that leave a trace when it is opened, or may be provided with a trace structure that leaves a trace when it is opened. Specifically, as the trace means, a board box is configured by coupling a plurality of case bodies, and a coupling portion (caulking portion) that requires destruction of a predetermined portion when each case body is separated is provided, or a seal that leaves a trace of being peeled off by leaving an adhesive layer on the adhesion target when peeled off is attached so as to straddle the boundary between the plurality of case bodies. A configuration or the like can be adopted. Also, as the trace structure, a configuration in which an adhesive is applied to the boundary between these case bodies can be adopted.

[0046] The main control board 41 includes an MPU 42 mounted on the main control board 41, and a ROM 43 and a RAM 44 that constitute this MPU 42. Here, the MPU 42 is an element in which, in addition to the ROM 43 and the RAM 44, a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator are integrally chip-formed. In this reference embodiment, the ROM 43 and the RAM 44 are integrated into one chip with respect to the MPU 42, but they may be individually chip-formed. The same applies to the MPU of other control devices other than the main control device 4.

[0047] The ROM 43 is a memory for storing various control programs and fixed-value data, and is a non-volatile storage means that does not require external power supply for retaining the stored information. This ROM 43 has various areas such as a pass / fail table storage area 431, a distribution table storage area 432, and a reach table storage area 433. These areas will be described in detail later. The RAM 44 is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 43, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 44 has various areas such as various counter areas 441, a reserved ball storage area 442, and a power operation reservation area 443. These areas will be described in detail later.

[0048] The MPU 42 is provided with an input port and an output port. The input port of the MPU 42 is connected to a power failure monitoring board 45 provided in the main control device 4 and a plurality of detection sensors 301 to 306. The output port of the MPU 42 is connected to the power failure monitoring board 45, a payout control device 46, and an audio-visual control device 5. Further, the output port of the MPU 42 is connected to an electric actuator drive unit 262 that opens and closes the electric actuator 261 of the lower operation port 26, a variable winning drive unit 273 that opens and closes the opening / closing door 272 of the variable winning device 27, a main display unit 34, and a device display unit 35.

[0049] The main control board 41 has a driver circuit. The MPU 42 executes drive control of various drive units and the like through this driver circuit. Specifically, in the state where the electric component is released, the MPU 42 executes drive control of the electric accessory drive unit 262 to open and close the electric accessory 261. Also, in the opening / closing execution mode, the MPU 42 executes drive control of the variable winning drive unit 273 to open and close the big winning opening 271. Further, in each game round, the MPU 42 executes display control of the main display unit 34 to display the result of the internal lottery performed based on winning at the respective operation ports 25 and 26. Furthermore, the MPU 42 executes display control of the accessory display unit 35 to display the result of the internal lottery performed based on winning at each through gate 31.

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

[0051] The payout control device 46 executes payout control to cause the payout device 48 to pay out prize balls and loan balls (game balls loaned to the player during the game) based on a command (control instruction) transmitted from the main control device 4.

[0052] The power supply and emission control device 47 is connected to, for example, a commercial power supply (external power supply) in a pachinko parlor or the like. Then, based on the external power supplied from the commercial power supply, the power supply and emission control device 47 generates the necessary operating power for each of the main control board 41, the payout control device 46, etc., and supplies the generated operating power. Note that the power supply and emission control device 47 includes a power supply unit for power failure, such as a backup capacitor. This power supply unit for power failure supplies power for storage retention to the RAM 44 of the main control device 4 even when the power supply to the pachinko machine 1 is cut off during a power failure.

[0053] Also, the power supply and emission control device 47 executes emission control to cause the game ball emission mechanism 49 to emit game balls. Here, the game ball emission mechanism 49 includes an emission rail extending toward the guide rail 23 of the game board 2, a ball feeder that supplies the game balls stored in the upper tray 141 onto the emission rail, and a solenoid that is an electric actuator for emitting the game balls supplied onto the emission rail toward the guide rail 23. When predetermined emission conditions are satisfied, the power supply and emission control device 47 supplies a drive signal (emission permission signal) to this solenoid to emit game balls.

[0054] <Electrical configuration for executing internal lottery by the MPU of the main control device> FIG. 5 is a diagram showing the contents of each counter used for the internal lottery. As shown in FIG. 5, the MPU 42 performs internal lottery and the like by using the values (information) of each counter C1 to C3, CINI, CS, and C4. Specifically, the MPU 42 uses the jackpot random number counter C1 for the lottery of jackpot occurrence, uses the jackpot type counter C2 for the lottery of the type of jackpot when the jackpot occurs, and uses the reach random number counter C3 for the lottery of whether to generate a reach display. Further, the MPU 42 uses the random number initial value counter CINI for setting the initial value of the jackpot random number counter C1, and uses the variation type counter CS for determining the display duration in the main display unit 34 and the symbol display device 36. Furthermore, the MPU 42 uses the electric accessory release counter C4 for the lottery of whether to set the electric accessory 261 of the lower operation port 26 to the electric accessory release state. Each counter C1 to C3, CINI, CS, and C4 is provided in various counter areas 441 (see FIG. 4) of the RAM 44.

[0055] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that is incremented by 1 from the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated periodically, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of the RAM 44. Among the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in the hold ball storage area 442 (see FIG. 4) provided as acquisition information storage means in the RAM 44 at the timing when a game ball wins the upper operation port 25 or the lower operation port 26. Also, among the values stored in the lottery counter buffer, the value of the electric accessory release counter C4 is stored in the electric accessory hold area 443 (see FIG. 4) of the RAM 44 at the timing when a game ball wins each through gate 31.

[0056] The hold ball storage area 442 includes a hold area Ra for the first result display unit, a hold area Rb for the second result display unit, and an execution area AE.

[0057] The hold area Ra for the first result display unit provided as the first acquired information storage means includes four storage areas: the first area Ra1 to the fourth area Ra4. Each of the areas Ra1 to Ra4 is set to a storage capacity capable of storing a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as hold information in each of the areas Ra1 to Ra4 in chronological order in accordance with the winning of a game ball into the upper operation port 25. Specifically, when the winning into the upper operation port 25 occurs continuously a plurality of times, the MPU 42 stores the hold information in chronological order in the order of the first area Ra1 → the second area Ra2 → the third area Ra3 → the fourth area Ra4.

[0058] In this way, since the hold area Ra for the first result display unit includes four storage areas, the winning of a game ball into the upper operation port 25 is held up to a maximum of four. Further, the hold area Ra for the first result display unit includes a storage area for writing the number of holds stored in each of the areas Ra1 to Ra4. Note that the number of holds related to the upper operation port 25 is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

[0059] The hold area Rb for the second result display unit provided as the second acquired information storage means includes four storage areas: the first area Rb1 to the fourth area Rb4. Each of the areas Rb1 to Rb4 is set to a storage capacity capable of storing a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as hold information in each of the areas Rb1 to Rb4 in chronological order in accordance with the winning of a game ball into the lower operation port 26. Specifically, when the winning into the lower operation port 26 occurs continuously a plurality of times, the MPU 42 stores the hold information in chronological order in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.

[0060] Thus, since the holding area Rb for the second result display section has four storage areas, the winning of game balls into the lower operation port 26 is held up to a maximum of four. Further, the holding area Rb for the second result display section has a storage area for writing the number of holds stored in each of the areas Rb1 to Rb4. Note that the number of holds related to the lower operation port 26 is not limited to four and may be arbitrary, such as two, three, or five or more, and may be a single number.

[0061] The execution area AE is an area for moving the hold information stored in the storage area of the hold area Ra for the first result display section or the hold area Rb for the second result display section when starting the variable display of each of the result display sections 341 and 342.

[0062] The electric accessory hold area 443 has four storage areas, similar to the hold area Ra for the first result display section and the hold area Rb for the second result display section. Therefore, the winning of game balls into each through gate 31 is held up to a maximum of four. Note that the number of holds related to each through gate 31 is not limited to four and may be arbitrary, such as two, three, or five or more, and may be a single number.

[0063] <Detailed Explanation of Each Counter> Hereinafter, the details of each counter will be described. First, the electric accessory release counter C4 will be described. The electric accessory release counter C4 is, for example, a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 250. The electric accessory release counter C4 is updated periodically, and the updated value is stored in the electric accessory hold area 443 of the RAM 44 via the lottery counter buffer at the timing when a game ball wins into each through gate 31. Then, based on the value of the electric actuator release counter C4 stored in the electric service reserve area 443, the MPU 42 performs a lottery (electric actuator release lottery) to determine whether to set the electric actuator 261 of the lower operation port 26 to the electric service release state or not.

[0064] Here, the pachinko machine 1 has a plurality of support modes with different frequencies of enabling the winning of game balls into the lower operation port 26 by setting the electric actuator 261 to the open state. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) in which the frequency of setting the electric actuator 261 to the open state is relatively low, and a high-frequency support mode (high-frequency guide state) in which the frequency of setting the electric actuator 261 to the open state is relatively high.

[0065] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric service release state in the electric actuator release lottery is the same (for example, both are 4 / 5). However, compared with the low-frequency support mode, in the high-frequency support mode, when winning the electric service release state, the number of times of setting the electric actuator 261 to the open state is more, and the opening time for each time of setting the electric actuator 261 to the open state is also longer. Also, in the high-frequency support mode, the closing time for setting the electric actuator 261 to the closed state between each opening in one electric service release state is shorter than the opening time. Furthermore, compared with the low-frequency support mode, the high-frequency support mode has a shorter guaranteed time (the duration of one variation display on the actuator display unit 35) as the minimum time guaranteed to wait from the end of the electric actuator release lottery to the next electric actuator release lottery.

[0066] Therefore, in the high-frequency support mode, compared with the low-frequency support mode, the game ball is more likely to win the lower activation port 26. In other words, in the low-frequency support mode, the player rotates the firing handle 16 with a medium amount of rotation and hits to the left, and by shifting the arrival position of the game ball in the upper part of the game area from the side where the exit part of the guiding rail 23 is formed to the central part, the probability of winning the upper activation port 25 rather than the lower activation port 26 can be increased. Also, in the high-frequency support mode, the player rotates the firing handle 16 with the maximum amount of rotation and hits to the right, and by shifting the arrival position of the game ball in the upper part of the game area from the side where the exit part of the guiding rail 23 is formed to the opposite side part, the probability of winning the lower activation port 26 rather than the upper activation port 25 can be increased. And when the winning of the lower activation port 26 is detected, a predetermined number of prize balls are paid out. Therefore, in the high-frequency support mode, the player can play the game while not reducing the game balls too much.

[0067] As described above, in this reference embodiment, the pachinko machine 1 includes a left hitting route (first path) that easily generates the entry of the game ball into the upper activation port 25 and hardly generates the entry of the game ball into the lower activation port 26, and a right hitting route (second path) that easily generates the entry of the game ball into the lower activation port 26 and hardly generates the entry of the game ball into the upper activation port 25.

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

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

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

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

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

[0073] These hit / miss tables have a plurality of lottery results (hit / miss results) for the occurrence of a jackpot, such as "jackpot win", "special loss result", and "normal loss result". Specifically, in a game state where the hit / miss table for the low probability mode is referred to in the lottery for the occurrence of a jackpot, as shown in FIG. 6(a), there are two values of random numbers that result in a "jackpot win". On the other hand, in a game state where the hit / miss table for the high probability mode is referred to in the lottery for the occurrence of a jackpot, as shown in FIG. 6(b), there are 21 values of random numbers that result in a "jackpot win". Here, the values of the random numbers that result in a jackpot win stored in the hit / miss table for the low probability mode are included in the values of the random numbers that result in a "jackpot win" stored in the hit / miss table for the high probability mode.

[0074] Note that the values and numbers of random numbers stored in each pass / fail table are arbitrary, and in the high-probability mode, it is only necessary that the probability of "winning the jackpot" is higher compared to the low-probability mode. Also, the values of the random numbers that result in "winning the jackpot" stored in the pass / fail table for the high-probability mode do not necessarily have to include the values of the random numbers that result in "winning the jackpot" stored in the pass / fail table for the low-probability mode, and may include a part of the values of the random numbers that result in "winning the jackpot" stored in the pass / fail table for the low-probability mode.

[0075] Also, in each pass / fail lottery mode, except for the values of the random numbers that result in "winning the jackpot", the results are non-winning and off-target results. Here, as described above, the pachinko machine 1 has two types of off-target results: "special off-target result (small win result)" and "normal off-target result". These off-target results are common in that neither of them triggers a transition to the pass / fail lottery mode or the support mode. However, the "special off-target result" triggers a transition to the opening / closing execution mode, while the "normal off-target result" does not trigger a transition to the opening / closing execution mode.

[0076] Next, the jackpot type counter C2 will be described. The jackpot type counter C2 is, for example, a loop counter that loops within the range of 0 to 29 by having 1 added to the previous value each time it is updated and returning to 0 after reaching the maximum value of 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer at the timing when a game ball wins a prize at the upper operation port 25 or the lower operation port 26. Specifically, the value of the jackpot type counter C2 is stored in the first result display part reserved area Ra of the RAM 44 at the timing when a game ball wins a prize at the upper operation port 25, and is stored in the second result display part reserved area Rb of the RAM 44 at the timing when a game ball wins a prize at the lower operation port 26. Then, based on the value of the jackpot type counter C2 stored in the reserved ball storage area 442, the MPU 42 executes a lottery (distribution lottery) for the type of the jackpot when the jackpot occurs.

[0077] FIG. 7 is a diagram showing a distribution table that stores values of random numbers related to the distribution destinations of jackpot types. As shown in FIG. 7, the values of the random numbers related to the distribution destinations of the jackpot types are stored as a distribution table (distribution information group) in the distribution table storage area 432 (see FIG. 4) of the ROM 43 provided as distribution information group storage means. The distribution table includes a first distribution table (first distribution information group) shown in FIG. 7(a) and a second distribution table (second distribution information group) shown in FIG. 7(b). The MPU 42 executes a lottery for the jackpot type by comparing these distribution tables with the value of the jackpot type counter C2 stored in the hold ball storage area 442.

[0078] The first distribution table is a table referred to when performing a lottery for the jackpot type with respect to the value of the jackpot type counter C2 shifted from the hold area Ra for the first result display unit to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the upper operation port 25. As shown in FIG. 7(a), the first distribution table has a plurality of distribution results of "low probability result (special distribution result corresponding to low probability)", "non-explicit few-round high probability result (latent high probability result corresponding to few rounds)", "explicit few-round high probability result (high probability result corresponding to few rounds)", and "most advantageous result (special distribution result corresponding to high probability)" as distribution destinations. Specifically, in the first distribution table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are distributed to the "low probability result", "10 to 14" are distributed to the "non-explicit few-round high probability result", "15 to 19" are distributed to the "explicit few-round high probability result", and "20 to 29" are distributed to the "most advantageous result".

[0079] The second distribution table is a table referred to when performing a lottery for the jackpot type with respect to the value of the jackpot type counter C2 shifted from the hold area Rb for the second result display unit to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the lower operation port 26. As shown in FIG. 7(b), the second allocation table has two allocation results, "low probability result" and "most favorable result", as the destinations of allocation. Specifically, in the second allocation table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are allocated to the "low probability result", and "10 to 29" are allocated to the "most favorable result".

[0080] Each allocation result has a difference in at least one of the following conditions (1) to (3). (1) The win / loss lottery mode after the end of the opening / closing execution mode (2) The support mode after the end of the opening / closing execution mode (3) The mode of opening / closing control of the variable prize device 27 in the opening / closing execution mode

[0081] First, the difference in the win / loss lottery mode of (1) will be described. The "low probability result" is an allocation result in which the win / loss lottery mode is set to the low probability mode after the end of the opening / closing execution mode regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This low probability mode continues until at least a "big win" is achieved in the win / loss lottery. The "non-explicit few-round high probability result", "explicit few-round high probability result", and "most favorable result" are allocation results in which the win / loss lottery mode is set to the high probability mode after the end of the opening / closing execution mode regardless of the win / loss lottery mode before the end of the opening / closing execution mode. This high probability mode continues until at least a "big win" is achieved in the win / loss lottery.

[0082] Next, the difference in the support mode of (2) will be described. The "low probability result" is an allocation result in which the support mode is set to the high-frequency support mode after the end of the opening / closing execution mode regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode shifts to the low-frequency support mode when the number of game rounds reaches the end reference number (specifically, 100 times).

[0083] The "non-explicit few-round high-probability result" is the allocation result that maintains the support mode before the end of the opening / closing execution mode as it is. Here, when the support mode before the end of the opening / closing execution mode is the high-frequency support mode, the high-frequency support mode continues until at least a "big win" occurs in the win / loss lottery. The "explicit few-round high-probability result" and the "most favorable result" are the allocation results in which the support mode is set to the high-frequency support mode after the end of the opening / closing execution mode regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode continues until at least a "big win" occurs in the win / loss lottery.

[0084] Note that the difference in the opening / closing control mode of the variable prize device 27 in the opening / closing execution mode of (3) will be described in detail later.

[0085] Next, the reach random number counter C3 will be described. The reach random number counter C3 is, for example, a loop counter that loops within the range of 0 to 238 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 238. The reach random number counter C3 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer at the timing when a game ball wins a prize at the upper operation port 25 or the lower operation port 26. Specifically, the value of the reach random number counter C3 is stored in the first result display part reserved area Ra of the RAM 44 at the timing when a game ball wins a prize at the upper operation port 25, and is stored in the second result display part reserved area Rb of the RAM 44 at the timing when a game ball wins a prize at the lower operation port 26. Then, the MPU 42 executes a lottery (reach generation lottery) to determine whether to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442.

[0086] The reach display is an expected effect that occurs when a "normal miss result" occurs without a "big win" in the win / loss lottery. Specifically, when the MPU 42 results in a "normal miss result" without a "big win" in the win / loss lottery, it executes a lottery to determine whether to generate a reach display by comparing the reach table with the value of the reach random number counter C3 stored in the hold ball storage area 442. If it is determined to generate a reach display in this lottery, a reach display is generated. The reach table is a table that stores the values of random numbers related to the generation of the reach display and is stored in the reach table storage area 433 (see FIG. 4) of the ROM 43.

[0087] Here, when a "big win" occurs in the win / loss lottery and it is allocated to the "most favorable result" in the allocation lottery, the symbol display device 36 stops and displays a combination of symbols having the same odd number or the same even number on the valid line L as the stop result. Also, when a "big win" occurs in the win / loss lottery and it is allocated to the "low probability result" in the allocation lottery, the symbol display device 36 stops and displays a combination of symbols having the same even number on the valid line L as the stop result. Further, when a "big win" occurs in the win / loss lottery and it is allocated to the "non-explicit few-round high probability result" or "explicit few-round high probability result" in the allocation lottery, or when a "big win" does not occur in the win / loss lottery and a "special miss result" occurs, the symbol display device 36 stops and displays, as the stop result, a combination of special symbols (e.g., "3·4·1") having different numbers from each other that are not selected when a "normal miss result" occurs in the win / loss lottery on the valid line L.

[0088] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols with the same numbers is finally stopped and displayed (when winning the jackpot in the win / loss lottery and being allocated to the "most favorable result" or "low probability result" in the allocation lottery). Also, the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally stopped and displayed (when winning the jackpot in the win / loss lottery and being allocated to the "non-explicit few-round high probability result" or "explicit few-round high probability result" in the allocation lottery, or when becoming a "special loss result" without winning the jackpot in the win / loss lottery).

[0089] The mode of the reach display is to stop and display some of the symbol columns (for example, symbol columns Z1 and Z3) on the effective line L among the plurality of symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 36, thereby displaying a combination of the same symbols to suggest the stop result, and variably displaying the remaining symbol columns (for example, symbol column Z2) in that state. Therefore, by generating the reach display, the pachinko machine 1 can make the player expect that it has won the jackpot in the win / loss lottery and has been allocated to the "low probability result" or "most favorable result" in the allocation lottery after the variable display is started by the symbol display device 36 and before the predetermined stop result is displayed.

[0090] Note that the mode of the reach display is not limited to this. After stopping and displaying some of the symbol columns, the remaining symbol columns may be variably displayed, and a predetermined character or the like may be displayed as a video in the background. Or, after reducing or hiding each symbol column, a predetermined character or the like may be displayed as a video almost entirely on the display screen G.

[0091] Here, the pachinko machine 1 has an expected effect as a type of variable display on the symbol display device 36. The expected effect refers to an effect that makes the player expect that the player may have won a "big hit" in the win / loss lottery after the variable display starts on the symbol display device 36 and before the predetermined stop result is displayed. Specifically, the pachinko machine 1 has two types of expected effects: the reach display and the preview display described above.

[0092] The preview display is an expected effect that makes it easier to generate an effect when winning a "big hit" in the win / loss lottery, when getting a "special miss result" without winning a "big hit" in the win / loss lottery, or when getting a "normal miss result" without winning a "big hit" in the win / loss lottery. Instead of making it easier to generate an effect, this preview display may be configured to make it easier to select an effect with a low appearance rate, or a combination of these may be used. Note that the lottery for whether to generate the reach display is executed by the main control device 4, while the lottery for whether to generate the preview display is executed by the audio-visual control device 5.

[0093] The mode of the preview display is such that, among the plurality of symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 36, when all of the symbol columns Z1 to Z3 are in variable display, when a part of the symbol columns (for example, symbol column Z1) is stopped and displayed on the effective line L and then the plurality of symbol columns (for example, symbol columns Z2, Z3) are in variable display, or when a reach display is being generated, a predetermined character or the like is displayed as a video on the display screen G. This preview display occurs in both the case where a reach display is generated and the case where a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. Note that the preview display is not limited to this, and for example, the background may be changed and displayed, or the forms of the symbol columns Z1 to Z3 may be changed and displayed.

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

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

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

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

[0098] In step S102, the MPU 42 updates the random number initial value counter CINI. Specifically, as described above, the MPU 42 adds 1 to the previous value of the random number initial value counter CINI for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM 44. When the MPU 42 has reached the maximum value when adding 1 to the previous value of the random number initial value counter CINI, the value of the random number initial value counter CINI is reset to 0 and cleared.

[0099] In step S103, the MPU 42 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 42 adds 1 to the previous values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 for updating, and stores the updated values in the lottery counter buffer set in a predetermined area of the RAM 44. When the MPU 42 has reached the maximum value when adding 1 to the previous values of the respective counters C1 to C4, the values of the respective counters C1 to C4 are reset to 0 and cleared.

[0100] In step S104, the MPU 42 executes a winning process for the through gates. In this winning process for the through gates, when the MPU 42 determines that the detection sensor 306 corresponding to each through gate 31 has detected the winning of a game ball, the MPU 42 stores the value of the electric accessory release counter C4 updated in step S103 in the electric accessory hold area 443. Further, the MPU 42 sets a command for lighting the third hold lamp unit 373 and transmits this set command to the audio-visual control device 5. Note that the audio-visual control device 5 lights the third hold lamp unit 373 based on the command transmitted from the MPU 42. Further, as described above, the maximum number of held game balls that have won in each through gate 31 is 4, and the third hold lamp unit 373 lights up by the number corresponding to this number of held balls.

[0101] In step S105, the MPU 42 executes a winning process for the operating port. Hereinafter, the winning process for the operating port will be described in detail.

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

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

[0104] On the other hand, when the MPU 42 determines in step S201 that no game ball has won a prize at the upper operation port 25, it determines in step S203 whether a detection sensor 303 corresponding to the lower operation port 26 has detected the winning of a game ball, thereby determining whether a game ball has won a prize (starting prize) at the lower operation port 26. When the MPU 42 determines in step S203 that no game ball has won a prize at the lower operation port 26, it ends the prize winning process for the operation port. Also, when the MPU 42 determines in step S203 that a game ball has won a prize at the lower operation port 26, it ascertains in step S204 the number of held items stored in the hold area Rb for the second result display section, and sets that number of held items as the second start hold memory number RbN in a predetermined memory area in the hold area Rb for the second result display section. Thereafter, the MPU 42 executes the processes after step S205.

[0105] After executing the process of step S202 or step S204, the MPU 42 determines in step S205 whether the start hold memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this reference form). When the MPU 42 determines in step S205 that the start hold memory number N is not less than the upper limit value, it ends the prize winning process for the operation port. Also, when the MPU 42 determines in step S205 that the start hold memory number N is less than the upper limit value, it updates the value of the start hold memory number N by adding 1 in step S206.

[0106] In step S207, the MPU 42 stores, as hold information, the set of the respective values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process in the first memory area among the free memory areas of the hold area for the result display section, that is, the memory area corresponding to the start hold memory number N updated in step S206.

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

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

[0109] In step S208, when the MPU 42 sets the first start hold memory number RaN in step S202, it sets the first hold generation command for recognizing that the hold information has been stored in the memory area of the first result display unit hold area Ra, and transmits the set first hold generation command to the audio and light control device 5. Then, the MPU 42 ends the winning process for the operating port. This first hold generation command includes information for causing the audio and light control device 5 to recognize that hold information has been stored in the storage area of the hold area Ra for the first result display unit based on the winning of a game ball at the upper operation port 25. The first hold generation command also includes information related to the current support mode. In addition, based on the first hold generation command transmitted from the MPU 42, the audio and light control device 5 turns on the first hold lamp unit 371 and executes a predetermined process. This process will be described in detail later. Also, as described above, the maximum number of held game balls that have won at the upper operation port 25 is 4, and the first hold lamp unit 371 turns on by the number corresponding to this number of held balls.

[0110] Also, in step S208, when the MPU 42 sets the second start hold memory number RbN in step S204, the MPU 42 sets a second hold generation command for causing the audio and light control device 5 to recognize that hold information has been stored in the storage area of the hold area Rb for the second result display unit, and transmits the set second hold generation command to the audio and light control device 5. Thereafter, the MPU 42 ends the winning process for the operation port. This second hold generation command includes information for causing the audio and light control device 5 to recognize that hold information has been stored in the storage area of the hold area Rb for the second result display unit based on the winning of a game ball at the lower operation port 26. The second hold generation command also includes information related to the current support mode. In addition, based on the second hold generation command transmitted from the MPU 42, the audio and light control device 5 turns on the second hold lamp unit 372 and executes a predetermined process. This process will be described in detail later. Also, as described above, the maximum number of held game balls that have won at the lower operation port 26 is 4, and the second hold lamp unit 372 turns on by the number corresponding to this number of held balls.

[0111] <Normal process> FIG. 10 is a diagram showing a flowchart of the normal process. After the MPU42 executes the main process described below that starts upon power-on, it executes the normal process, which is the main process for advancing the game. In this normal process, as shown in FIG. 10, the MPU42 executes steps S301 to S314. Specifically, the MPU42 periodically executes steps S301 to S309 at a cycle of 4 msec, repeatedly executes steps S308 to S311 when remaining time occurs, and executes steps S312 and subsequent steps according to the determination result of step S308.

[0112] In step S301, the MPU42 executes timer interrupt processing, winning processing for the operation port, or external output processing for transmitting the command set in the previous normal process to each control device on the sub side. In this external output processing, for example, the MPU42 determines whether a prize ball command is set, and if it determines that the prize ball command is set, it transmits the prize ball command to the payout control device 46. Also, for example, the MPU42 determines whether an effect command such as an effect command corresponding to the game progress or an effect command corresponding to the opening / closing execution mode is set, and if it determines that the effect command is set, it transmits the effect command to the sound and light control device 5.

[0113] In step S302, the MPU42 updates the variation type counter CS. Specifically, as described above, the MPU42 adds 1 to the previous value of the variation type counter CS for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM 44. Note that when the MPU42 reaches the maximum value when adding 1 to the previous value of the variation type counter CS, it resets and clears the value of the variation type counter CS to 0.

[0114] In step S303, the MPU42 executes game turn control processing for advancing the game turn. In the game turn control processing, the MPU42 executes a pass / fail lottery and a distribution lottery, and determines information related to the symbol to be finally stopped and displayed on the symbol display device 36 and determines information related to the symbol to be finally stopped and displayed on the main display unit 34. In step S304, the MPU 42 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 42 executes transition processes to each game state such as an open / close execution mode, a high-probability mode, and a high-frequency support mode. Note that the game turn control process in step S303 and the game state transition process in step S304 will be described in detail later.

[0115] In step S305, the MPU 42 executes a demo display execution determination process. In this demo display execution determination process, the MPU 42 determines whether or not a predetermined start waiting period (for example, 30 sec) for starting the demo has elapsed without a new game turn starting after the end of the game turn. If it is determined that the start waiting period has elapsed, the MPU 42 sets a demo command for starting the demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the audio-visual control device 5. Note that the audio-visual control device 5 starts a demo display execution process based on the demo command transmitted from the MPU 42.

[0116] Here, the MPU 42 determines whether or not the start waiting period has elapsed by counting the number of executions of the process in step S305. For example, if the start waiting period is 30 sec and the interval for repeatedly executing the process in step S305 is 4 msec, the MPU 42 determines that the start waiting period has elapsed when the number of executions of the process in step S305 reaches 7500 times. Note that the configuration for measuring the start waiting period is arbitrary. For example, the start waiting period may be measured using a real-time clock. Also, when a new game turn starts while the MPU 42 is counting the number of executions of the process in step S305, the value of the count is reset.

[0117] In step S306, the MPU 42 executes electric device support processing for driving and controlling the electric device 261 provided at the lower operation port 26. In this electric device support processing, the MPU 42 executes an electric device release lottery based on the value of the electric device release counter C4 stored in the electric device reservation area 443 of the RAM 44, and when winning the electric device release lottery, executes the opening / closing process of the electric device 261. Further, the MPU 42 executes display control of the device display unit 35 so as to display the result of the electric device release lottery.

[0118] In step S307, the MPU 42 executes game ball launch control processing. In this game ball launch control processing, the MPU 42 causes the power supply / launch control device 47 to execute launch control for launching a game ball based on the fact that the player has rotated the launch handle 16. Specifically, the power supply / launch control device 47 launches a game ball into the game ball launch mechanism 49 by exciting the solenoid of the game ball launch mechanism 49 at a predetermined cycle (0.6 sec in this reference embodiment). Note that the solenoid is excited so as to launch the game ball with a launch intensity corresponding to the rotation operation amount of the launch handle 16. Further, the power supply / launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 and launches a game ball when predetermined launch conditions are met.

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

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

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

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

[0123] On the other hand, when the MPU 42 determines that the timing to execute the next normal process has arrived in step S309, that is, when no remaining time has occurred, it starts the next normal process by executing step S301 again.

[0124] <Main process> FIG. 11 is a diagram showing a flowchart of the main process. In the main process, as shown in FIG. 11, the MPU 42 executes steps S401 to S412. In step S401, the MPU 42 executes a startup process upon power-on. In this startup process, the MPU 42 waits for a predetermined time (for example, about 500 msec) to elapse after power-on in order to wait for the sub-control board (such as the control board of the voice and light control device 5) to become operable.

[0125] In step S402, the MPU 42 determines whether or not 1 second, which is the permission / prohibition period, has elapsed. When the MPU 42 determines in step S402 that 1 second has not elapsed, it repeatedly executes the process of step S402. Also, when the MPU 42 determines in step S402 that 1 second has elapsed, it executes the processes after step S403.

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

[0127] In step S403, the MPU 42 permits access to the RAM 44. In step S404, the MPU 42 determines whether a RAM erase switch (not shown) provided in the power supply and transmission control device 47 is on or off. If the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processes after step S409. On the other hand, if the MPU 42 determines in step S404 that the RAM erase switch is not on, in step S405, it determines whether a power-off flag is set in the power-off flag storage area of the RAM 44.

[0128] If the MPU 42 determines in step S405 that the power-off flag is not set, it executes the processes after step S409. On the other hand, if the MPU 42 determines in step S405 that the power-off flag is set, in step S406, it calculates a RAM determination value. In step S407, the MPU 42 checks the validity of the data stored in the RAM 44 by determining whether the RAM determination value calculated in step S406 is normal. Specifically, the MPU 42 compares the RAM determination value calculated in step S406 with the RAM determination value stored in step S313 (power-off time process) of the normal process. If they match, it determines that the RAM determination value is normal; if they do not match, it determines that the RAM determination value is abnormal.

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

[0130] Note that the validity of the data stored in the RAM 44 may be determined by a method different from the method of checking the consistency of the RAM determination value. For example, a keyword may be written in a predetermined area of the RAM 44 during the power-off process, and the validity of the data stored in the RAM 44 may be confirmed by determining whether this keyword is written normally in the main process.

[0131] As described above, when the MPU 42 determines in step S404 that the RAM erase switch is on, when it determines in step S405 that the power-off flag is not set, or when it determines in step S407 that the RAM determination value is abnormal, the MPU 42 executes the processes after step S409. Specifically, in step S409, the MPU 42 clears the working area of the RAM 44, and in step S410, the MPU 42 executes the initialization of the RAM 44.

[0132] Therefore, for example, the manager of the game arcade can initialize the data stored in the RAM 44 by turning on the power of the pachinko machine 1 while pressing the RAM erase switch at the start of the business of the game arcade. Also, when the pachinko machine 1 does not confirm the occurrence of a power outage on the power outage monitoring board 45 or when the RAM determination value is abnormal, the pachinko machine 1 initializes the data stored in the RAM 44.

[0133] After executing the process of step S408 or step S410, in step S411, the MPU 42 transmits an initial command to the sub-control board (such as the control board of the voice and light emission control device 5), and in step S412, the MPU 42 permits the occurrence of timer interrupt processing and proceeds to the normal processing described above. Note that the sub-control board recognizes that the communication with the main control board 41 is performed normally by receiving the initial command transmitted in step S411 and executes its own initialization.

[0134] <Game turn control process> FIG. 12 is a diagram showing a flowchart of the game turn control process. In the game round control process, as shown in FIG. 12, the MPU 42 executes steps S501 to S509. In step S501, the MPU 42 determines whether it is in the opening / closing execution mode. If the MPU 42 determines in step S501 that it is in the opening / closing execution mode, it ends the game round control process without executing the processes after step S502. Therefore, if it is determined that it is in the opening / closing execution mode, the MPU 42 does not start the progress of the game round regardless of whether it detects the winning of game balls into the respective operation ports 25 and 26. Note that the MPU 42 determines whether it is in the opening / closing execution mode by referring to the opening / closing execution mode flag stored in the RAM 44. The same applies to each of the following processes. The MPU 42 sets the opening / closing execution mode flag when shifting to the opening / closing execution mode, and clears the opening / closing execution mode flag when the opening / closing execution mode ends.

[0135] On the other hand, if the MPU 42 determines in step S501 that it is not in the opening / closing execution mode, in step S502, it determines whether the main display unit 34 is in the variable display state, that is, whether the game round is in progress. If the MPU 42 determines in step S502 that the main display unit 34 is not in the variable display state, it executes the game round start processing of steps S503 to S505. On the other hand, if the MPU 42 determines in step S502 that the main display unit 34 is in the variable display state, it executes the game round progress processing of steps S506 to S509.

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

[0137] On the other hand, when the MPU 42 determines in step S503 that the total count CRN is not less than "0", in step S504, the MPU 42 executes data setting processing for setting the reservation information stored in the reservation area Ra for the first result display unit or the reservation area Rb for the second result display unit for use in consuming the game turns. After that, in step S505, the MPU 42 executes variable start processing for starting variable display on the main display unit 34 and the symbol display device 36 to consume the game turns, and ends the game turn control process. Hereinafter, the data setting processing in step S504 and the variable start processing in step S505 will be described in detail.

[0138] FIG. 13 is a diagram showing a flowchart of the data setting processing. In the data setting processing, as shown in FIG. 13, the MPU 42 executes steps S601 to S611. In step S601, the MPU 42 determines whether or not the second start reservation storage number RbN in the second result display unit reservation area Rb set in step S204 of the winning process for the operating port is not more than "0". When the MPU 42 determines in step S601 that the second start reservation storage number RbN is not more than "0", the MPU 42 executes the data setting processing for the first result display unit in steps S602 to S606. When the MPU 42 determines in step S601 that the second start reservation storage number RbN is not less than "0", the MPU 42 executes the data setting processing for the second result display unit in steps S607 to S611.

[0139] Thus, the data setting processing includes the data setting processing for the first result display unit for setting the reservation information stored in the reservation area Ra for the first result display unit for use in consuming the game turns, and the data setting processing for the second result display unit for setting the reservation information stored in the reservation area Rb for the second result display unit for use in consuming the game turns. Then, when the MPU 42 determines in step S601 that the second start hold memory number RbN is not less than "0", the MPU 42 executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, when the MPU 42 determines that there is hold information stored in the hold area Rb for the second result display unit based on the winning of a game ball into the lower operation port 26, regardless of whether there is hold information stored in the hold area Ra for the first result display unit based on the winning of a game ball into the upper operation port 25, the hold information stored in the hold area Rb for the second result display unit is preferentially set for digestion in the game turn.

[0140] First, the data setting process for the first result display unit in steps S602 to S606 will be described. In step S602, the MPU 42 updates the value of the first start hold memory number RaN in the hold area Ra for the first result display unit by subtracting 1. In step S603, the MPU 42 moves the hold information stored in the first area Ra1 of the hold area Ra for the first result display unit to the execution area AE. In step S604, the MPU 42 executes a data shift process for shifting the hold information stored in the memory area of the hold area Ra for the first result display unit. This data shift process is a process of shifting the hold information stored in each of the areas Ra1 to Ra4 in order to the first area Ra1 side. Specifically, the MPU 42 shifts the hold information in the second area Ra2 to the first area Ra1, shifts the hold information in the third area Ra3 to the second area Ra2, and shifts the hold information in the fourth area Ra4 to the third area Ra3.

[0141] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is a flag for identifying which of the first result display unit 341 and the second result display unit 342 starts the variable display during the progress of the game round. In this step S605, since the MPU 42 clears the second result display unit flag, it indicates that the variable display is started on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 during the progress of the game round.

[0142] In step S606, the MPU 42 sets the first shift time command for recognizing that the shift of the hold information has been executed. Then, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift time command set in step S606 to the audio-visual control device 5. This first shift time command includes information for making the audio-visual control device 5 recognize that the shift of the hold information has been executed for the hold information stored in the hold area Ra for the first result display unit based on the winning of the game ball into the upper operation port 25. Note that the audio-visual control device 5 changes the lighting state of the first hold lamp unit 371 and executes a predetermined process based on the first shift time command transmitted from the MPU 42. This process will be described in detail later. Specifically, the audio-visual control device 5 decreases the number of lit lamps of the first hold lamp unit 371 as the number of held game balls winning into the upper operation port 25 decreases.

[0143] Next, the data setting process for the second result display unit in steps S607 to S611 will be described. In step S607, the MPU 42 updates by subtracting 1 from the value of the second start hold memory number RbN in the hold area Rb for the second result display unit. In step S608, the MPU 42 moves the hold information stored in the second area Rb1 of the hold area Rb for the second result display unit to the execution area AE. In step S609, the MPU 42 executes a data shift process for shifting the hold information stored in the storage area of the second result display unit hold area Rb. This data shift process is a process of sequentially shifting the hold information stored in each area Rb1 to Rb4 to the first area Rb1 side. Specifically, the MPU 42 shifts the hold information of the second area Rb2 to the first area Rb1, shifts the hold information of the third area Rb3 to the second area Rb2, and shifts the hold information of the fourth area Rb4 to the third area Rb3.

[0144] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In this step S610, since the MPU 42 sets the second result display unit flag, it indicates that when the game turn is completed, based on the winning of the game ball into the lower operation port 26, the second result display unit 342 starts the variable display.

[0145] In step S611, the MPU 42 sets a second shift time command for recognizing that the hold information has been shifted. Then, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the second shift time command set in step S611 to the audio and light emission control device 5. This second shift time command includes information for making the audio and light emission control device 5 recognize that the hold information stored in the second result display unit hold area Rb has been shifted based on the winning of the game ball into the lower operation port 26. Note that the audio and light emission control device 5 changes the lighting state of the second hold lamp unit 372 and executes a predetermined process based on the second shift time command transmitted from the MPU 42. This process will be described in detail later. Specifically, the audio and light emission control device 5 decreases the number of lit lamps of the second hold lamp unit 372 as the number of held game balls winning into the lower operation port 26 decreases.

[0146] FIG. 14 is a diagram showing a flowchart of the variable start process. In the variable start process, as shown in FIG. 14, the MPU 42 executes steps S701 to S718. In step S701, the MPU 42 determines whether the win / loss lottery mode is the high-probability mode or not. If the MPU 42 determines in step S701 that the win / loss lottery mode is not the high-probability mode, then in step S702, it reads out the win / loss table for the low-probability mode (see FIG. 6(a)) from the win / loss table storage area 431 of the ROM 43. If it determines in step S701 that the win / loss lottery mode is the high-probability mode, then in step S703, it reads out the win / loss table for the high-probability mode (see FIG. 6(b)) from the win / loss table storage area 431 of the ROM 43.

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

[0148] In step S705, the MPU 42 determines whether the win / loss result determined in step S704 is "jackpot win" or not. If the MPU 42 determines in step S705 that the win / loss result is "jackpot win", it executes the processes after step S706. If it determines in step S705 that the win / loss result is not "jackpot win", it executes the processes after step S712.

[0149] First, the process when the MPU 42 determines in step S705 that the win / loss result is "jackpot win" (the processes after step S706) will be described. In step S706, the MPU 42 determines whether the second result display unit flag is set in the RAM 44.

[0150] When the MPU 42 determines in step S706 that the second result display unit flag is not set in the RAM 44, it indicates that the variable display on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 is started. Therefore, in step S707, the first payout table (see FIG. 7(a)) is read from the payout table storage area 432 of the ROM 43. On the other hand, when the MPU 42 determines in step S706 that the second result display unit flag is set in the RAM 44, it indicates that the variable display on the second result display unit 342 based on the winning of the game ball into the lower operation port 26 is started. Therefore, in step S708, the second payout table (see FIG. 7(b)) is read from the payout table storage area 432 of the ROM 43.

[0151] After executing the process of step S707 or step S708, the MPU 42 executes a payout determination process in step S709. In this payout determination process, the MPU 42 determines the result of the payout lottery (payout result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the payout table read in step S707 or step S708.

[0152] In step S710, the MPU 42 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU 42 determines the information related to the symbol that will finally be stopped and displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34 according to the payout result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines the information related to the symbol that will finally be stopped and displayed on the main display unit 34 by comparing the payout result determined in step S709 with the stop result table for the jackpot result pre-stored in the ROM 43. This stop result table for the jackpot result defines the modes of the symbols to be stopped and displayed on the main display unit 34 to be different for each payout result.

[0153] In step S711, the MPU 42 sets a flag corresponding to the distribution result determined in step S709 in the RAM 44. Specifically, when the MPU 42 identifies that the distribution result is a "low probability result", it sets the low probability result flag; when it identifies that the result is a "non-explicit few-round high probability result", it sets the non-explicit few-round high probability result flag; when it identifies that the result is an "explicit few-round high probability result", it sets the explicit few-round high probability result flag; and when it identifies that the result is the "most favorable result", it sets the most favorable result flag. Then, the MPU 42 executes the processing after step S716. Note that in each of the following processes, the MPU 42 determines the distribution result by referring to these flags.

[0154] Next, the processing when it is determined in step S705 by the MPU 42 that the win / loss result is not a "big win" (the processing after step S712) will be described. In step S712, the MPU 42 determines whether the win / loss result determined in step S704 is a "special loss result". If the MPU 42 determines in step S712 that the win / loss result is a "special loss result", it executes the processing after step S713; if it determines in step S712 that the win / loss result is not a "special loss result", it executes the processing after step S715.

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

[0156] On the other hand, in step S715, the MPU 42 executes a stop result setting process for a normal deviation result. In this stop result setting process for a normal deviation result, the MPU 42 determines information related to the pattern that will finally be stopped and displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines the information related to the pattern that will finally be stopped and displayed on the main display unit 34 by referring to a stop result table for a normal deviation result pre-stored in the ROM 43. The pattern modes set in this stop result table for a normal deviation result are different from the pattern modes set in the stop result table for a jackpot result and the stop result table for a special deviation result.

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

[0158] Also, in the display duration setting process, the MPU 42 determines whether a reach display occurs in the symbol display device 36. Specifically, when the distribution result determined in step S709 is a "low probability result" or a "most favorable result", and the pass / fail result determined in step S704 is a "normal miss result" and the reach draw lottery is won, the MPU 42 determines that a reach display occurs. Note that, as described above, the MPU 42 executes the reach draw lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the held ball storage area 442.

[0159] When the MPU 42 determines that a reach display occurs, it refers to the reach occurrence display duration table stored in the reach table storage area 433 of the ROM 43 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44. On the other hand, when the MPU 42 determines that a reach display does not occur, it refers to the reach non-occurrence display duration table stored in the reach table storage area 433 of the ROM 43 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44.

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

[0161] Note that the display duration table for non-reach occurrence may be set in a relationship opposite to the above-described relationship, such as the display duration becoming longer as the number of pending items increases, or it may be configured not to vary according to the number of pending items or the support mode. Also, a display duration table may be set individually for each of the pass / fail result and the distribution result.

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

[0163] The variable command includes information related to the display duration. Also, the variable command does not include information on whether reach display occurs. Here, as described above, the display duration determined by referring to the reach-occurrence display duration table is different from the display duration determined by referring to the reach-non-occurrence display duration table. Therefore, even if the information on whether or not a reach display occurs is not included in the variable command, it is possible for the voice and light control device 5, which is the sub-control device, to determine whether or not a reach display occurs based on the information related to the display duration. In this sense, it can be said that the variable command indirectly includes the information on whether or not a reach display occurs. Note that the variable command may directly include the information on whether or not a reach display occurs.

[0164] The type command includes the information related to the pass / fail result. In other words, the type command includes, as the information related to the pass / fail result, the information related to "big win", "special loss result", and "ordinary loss result". The type command also includes the information related to the distribution result. In other words, the type command includes, as the information related to the distribution result, the information related to "low probability result", "non-explicit few-round high probability result", "explicit few-round high probability result", and "most advantageous result". In the following description, the pass / fail result and the distribution result are collectively referred to as the game result. In other words, the type command includes the information related to the game result.

[0165] In step S718, the MPU 42 determines whether or not the second result display unit flag is set in the RAM 44, and based on the determination result, starts the variable display on the main display unit 34. After that, the MPU 42 ends the variable start process. Specifically, when the MPU 42 determines that the second result display unit flag is not set in the RAM 44, since it indicates that the variable display is started on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 during the progress of the game round, the variable display is started on the first result display unit 341. On the other hand, when the MPU 42 determines that the second result display unit flag is set in the RAM 44, during the execution of a game round, based on the winning of a game ball into the lower operation port 26, it indicates to start the variable display on the second result display unit 342. Therefore, the variable display is started on the second result display unit 342.

[0166] Returning to the description of the game round control process, with reference to FIG. 12, the game round progress process in steps S506 to S509 will be described. In step S502, the MPU 42 determines whether the main display unit 34 is in the variable display state. If it is determined that the main display unit 34 is in the variable display state, the game round progress process in steps S506 to S509 is executed.

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

[0168] If the MPU 42 determines in step S506 that the display duration has not elapsed, in step S507, it executes the variable display process. In this variable display process, the MPU 42 updates the display of the main display unit 34 during the variable display. Then, the MPU 42 ends the game round control process.

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

[0170] Here, the pattern finally stopped and displayed on the main display unit 34 differs for each type of game result. Therefore, the game hall manager or the like can confirm the game result by visually observing the main display unit 34 when the game round ends. According to this, the game hall manager or the like can easily confirm whether or not an illegal act is being committed, such as trying to make the pachinko machine 1 perform the same behavior as when winning the jackpot lottery. In addition, the main display unit 34 has a smaller display area compared to the display screen G of the symbol display device 36, and the pattern stopped and displayed on the main display unit 34 is difficult for the player to recognize compared to the symbol columns Z1 to Z3 stopped and displayed on the display screen G of the symbol display device 36. Therefore, when the game round ends, the player will judge whether or not they have won the jackpot by checking the display screen G of the symbol display device 36 instead of the main display unit 34, so the degree of attention to the display screen G can be increased.

[0171] In step S509, the MPU 42 sets a variation end command. In step S301 of the normal process, the MPU 42 transmits the variation end command set in step S509 to the audio-visual control device 5. Then, the MPU 42 ends the game round control process. Note that the voice and light control device 5 executes a process for ending the effect of the game round based on the end-of-variation command transmitted from the MPU 42. Here, the voice and light control device 5 may be configured to independently end the effect of the game round without requiring reception of the end-of-variation command.

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

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

[0174] If the MPU42 determines in step S803 that the pass / fail result corresponds to the transition to the opening / closing execution mode, it sets the opening / closing execution mode flag in the RAM44 and then executes the processing after step S804. On the other hand, if the MPU42 determines in step S803 that the pass / fail result does not correspond to the transition to the opening / closing execution mode (if it determines that the pass / fail result is a "normal deviation result"), it ends the game state transition process.

[0175] In step S804, the MPU42 determines whether the pass / fail result is a "special deviation result". If the MPU42 determines in step S804 that the pass / fail result is a "special deviation result", in step S805, it sets "2" in the opening / closing counter SOC provided in the various counter areas 441 of the RAM44. This opening / closing counter SOC is a counter for the MPU42 to specify the total number of times the big winning port 271 of the variable winning device 27 is opened and closed when transitioning to the opening / closing execution mode.

[0176] On the other hand, if the MPU42 determines in step S804 that the pass / fail result is not a "special deviation result", that is, if it determines that the pass / fail result is a "big win selection", in step S806, it determines whether the allocation result is a small round high probability result ("non-explicit small round high probability result" or "explicit small round high probability result").

[0177] If the MPU42 determines in step S806 that the allocation result is a small round high probability result, in step S807, it sets "2" in the round counter RC provided in the various counter areas 441 of the RAM44. Also, if the MPU42 determines in step S806 that the allocation result is not a small round high probability result, that is, if it determines that the allocation result is a "low probability result" or "most advantageous result", in step S808, it sets "15" in the round counter RC. This round counter RC is a counter for the MPU42 to specify the number of round games when transitioning to the opening / closing execution mode.

[0178] Here, the pachinko machine 1 has a plurality of opening / closing execution modes with mutually different end conditions. Specifically, as the opening / closing execution modes, the pachinko machine 1 has a round number regulation mode that shifts when the winning / losing result is "big win", and an opening / closing number regulation mode that shifts when the winning / losing result is "special losing result".

[0179] The round number regulation mode ends on the condition that a predetermined number of rounds of round games have been executed. Here, the number of rounds of the round game corresponds to the value set in the round counter RC. The opening / closing number regulation mode ends on the condition that the opening / closing of the big winning opening 271 has been executed a predetermined total number of times, or that a predetermined number of game balls have won in the big winning opening 271. Here, the total number of times of opening / closing of the big winning opening 271 corresponds to the value set in the opening / closing counter SOC. This opening / closing number regulation mode does not end on the condition of the number of times of execution of the round game.

[0180] Note that the pachinko machine 1 executes one opening / closing of the big winning opening 271 for each round game. Also, one round game continues until either of the following two conditions is satisfied. In other words, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again by satisfying either of the following two conditions. (1) Elapse of a predetermined upper limit continuous time (upper limit continuous period) (2) The total number of game balls winning in the big winning opening 271 reaches a predetermined upper limit number

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

[0182] In this way, when the MPU 42 determines in step S803 that the pass / fail result corresponds to the transition to the opening execution mode, it sets the opening standby time in the timer counter T regardless of the type of game result. In other words, the opening standby time is the same regardless of the type of game result. Note that the opening standby time is not limited to this. For example, it may be configured to be slightly different according to the type of game result to the extent that it is recognized as the same by the player. Also, for example, the opening standby time may be configured to be significantly different according to the type of game result, such as when the game result is a "low probability result" or a "most advantageous result" and when it is other game results.

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

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

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

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

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

[0188] On the other hand, when the MPU 42 determines in step S903 that the value of the timer counter T is "0" or less, in step S904, it executes the big winning opening process. Hereinafter, the big winning opening process in step S904 will be described in detail.

[0189] FIG. 17 is a diagram showing a flowchart of the big winning opening process. In the big winning opening process, as shown in FIG. 17, the MPU 42 executes steps S1001 to S1007. In step S1001, the MPU 42 determines whether or not the pass / fail result is a "special miss result".

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

[0191] On the other hand, when the MPU 42 determines in step S1001 that the pass / fail result is not a "special miss result", in step S1004, it sets "8" in the winning counter PC, and in step S1005, it determines whether or not the distribution result is a small round high probability result ("non-explicit small round high probability result" or "explicit small round high probability result").

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

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

[0194] Note that the value set in the winning counter PC in step S1002 or step S1004 defines the upper limit of the total number of winning game balls into the big winning opening 271. Here, in this reference embodiment, the MPU 42 sets the same value (in this reference embodiment, "8") in the winning counter PC when it determines in step S1001 that the pass / fail result is a "special loss result" and when it determines that it is not a "special loss result", but different values may be set in the winning counter PC.

[0195] Also, the value set in the timer counter T in step S1003 or step S1006 defines the upper limit continuous time until the opening and closing door 272 is set to the closed state again after being set to the open state. Therefore, as described above, the MPU 42 sets two types of upper limit continuous times with different lengths by setting "85" or "15000" in the timer counter T. Specifically, the MPU 42 sets a long time mode (long period mode) with the upper limit continuous time set to 30 seconds and a short time mode (short period mode) with the upper limit continuous time set to 0.17 seconds, which is shorter than that of the long time mode.

[0196] Here, as described above, the pachinko machine 1 causes the game ball launching mechanism 49 to launch a game ball by exciting the solenoid of the game ball launching mechanism 49 at a cycle of 0.6 seconds. Also, as described above, the MPU 42 sets "8" in the winning counter PC, thereby setting the upper limit of the total number of game balls winning in the big winning opening 271 to 8 balls. Therefore, since the upper limit continuous time in the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls winning in the big winning opening 271 and the launching cycle of the game balls, it is easy to make 8 game balls, which is the upper limit, win in the big winning opening 271. On the other hand, since the upper limit continuous time in the short-time mode is shorter than the product of the upper limit of the total number of game balls winning in the big winning opening 271 and the launching cycle of the game balls (more specifically, shorter than the launching cycle of the game balls), it is difficult to make a game ball win in the big winning opening 271. Note that, depending on the timing, it is possible to make about 1 game ball win in the big winning opening 271.

[0197] Returning to the explanation of the big winning opening opening / closing process, the processes after step S905 will be described with reference to FIG. 16. After executing the big winning opening opening process in step S904, the MPU 42 sets an opening command in step S905. Also, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the audio / light emission control device 5. Then, the MPU 42 ends the big winning opening opening / closing process. Note that the audio / light emission control device 5 recognizes that the opening / closing door 272 has been set to the open state based on the opening command transmitted from the MPU 42, and executes a predetermined process.

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

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

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

[0201] If the MPU 42 determines in step S907 that no winning has occurred at the big winning opening 271, it ends the big winning opening opening / closing process. On the other hand, if the MPU 42 determines in step S907 that a winning has occurred at the big winning opening 271, in step S908, it updates by subtracting 1 from the value of the winning counter PC.

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

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

[0204] In step S912, the MPU 42 determines whether or not the pass / fail result is a "special miss result". When the MPU 42 determines in step S912 that the pass / fail result is a "special miss result", it executes the processes after step S923 described later.

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

[0206] In step S914, the MPU 42 determines whether or not the value of the round counter RC is "0" or less. When the MPU 42 determines in step S914 that the value of the round counter RC is not "0" or less, in step S915, it sets "500" to the value of the timer counter T. Then, the MPU 42 ends the main winning opening / closing process.

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

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

[0209] The standby time for ending is the same regardless of the type of game result, similar to the standby time for opening. That is, this standby time for ending is the same regardless of the type of opening / closing execution mode. Note that the standby time for ending is not limited to this. For example, it may be configured to be slightly different according to the type of game result to the extent that it is recognized as the same by the player. Also, for example, the standby time for ending may be configured to be significantly different according to the type of game result, such as being very different between the case of a "low probability result" or "most advantageous result" game result and the case of other game results.

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

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

[0212] In step S920, the MPU 42 determines whether or not the pass / fail result is a "special miss result". If the MPU 42 determines in step S920 that the pass / fail result is not a "special miss result", that is, if it determines that the pass / fail result is a "big win", it executes the processing after step S921. On the other hand, if the MPU 42 determines in step S920 that the pass / fail result is a "special miss result", it executes the processing after step S923.

[0213] First, the processing (processing after step S921) when it is determined in step S920 by the MPU 42 that the pass / fail result is not a "special miss result" will be described. In step S921, the MPU 42 updates the value of the round counter RC by subtracting 1 from it.

[0214] In step S922, the MPU 42 determines whether or not the value of the round counter RC is "0" or less. If the MPU 42 determines in step S922 that the value of the round counter RC is not "0" or less, it executes the processing after step S915 described above. On the other hand, if the MPU 42 determines in step S922 that the value of the round counter RC is "0" or less, it executes the processing after S916 described above.

[0215] Next, the processing after step S923 (the processing when it is determined in the MPU 42 that the pass / fail result is a "special miss result" in step S912 or step S920) will be described. In step S923, the MPU 42 updates the value of the open / close counter SOC by subtracting 1 therefrom.

[0216] In step S924, the MPU 42 determines whether or not the value of the open / close counter SOC is "0" or less. When the MPU 42 determines in step S924 that the value of the open / close counter SOC is not "0" or less, the MPU 42 executes the processing after step S915 described above. On the other hand, when the MPU 42 determines in step S924 that the value of the open / close counter SOC is "0" or less, the MPU 42 executes the processing after S916 described above.

[0217] Returning to the description of the game state transition process, the processing after step S812 will be described with reference to FIG. 15. After executing the big winning opening / closing process in step S811, the MPU 42 determines in step S812 whether or not the value of the open / close counter SOC is "0" or less and the value of the round counter RC is "0" or less.

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

[0219] When the MPU 42 determines in step S813 that the value of the timer counter T is not "0" or less, the MPU 42 ends the game state transition process. On the other hand, when the MPU 42 determines in step S813 that the value of the timer counter T is "0" or less, in step S814, after clearing the open / close execution mode flag stored in the RAM 44, the MPU 42 executes the transition process at the end of the open / close execution mode. After that, the MPU 42 ends the game state transition process. Hereinafter, the transition process at the end of the open / close execution mode will be described in detail.

[0220] FIG. 18 is a diagram showing a flowchart of the transition process at the end of the open / close execution mode. In the transition process at the end of the open / close execution mode, as shown in FIG. 18, the MPU 42 executes steps S1101 to S1112. In step S1101, the MPU 42 determines whether the allocation result is the "most favorable result" or the "explicitly few rounds high probability result".

[0221] If the MPU 42 determines in step S1101 that the allocation result is the "most favorable result" or the "explicitly few rounds high probability result", the MPU 42 executes the processes after step S1102. On the other hand, if the MPU 42 determines in step S1101 that the allocation result is not the "most favorable result" or the "explicitly few rounds high probability result", the MPU 42 executes the processes after step S1105.

[0222] First, the process in step S1101 when the MPU 42 determines that the allocation result is the "most favorable result" or the "explicitly few rounds high probability result" (the processes after step S1102) will be described. In step S1102, the MPU 42 sets the high-frequency support flag in the RAM 44. If the high-frequency support flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the support mode to the high-frequency support mode.

[0223] In step S1103, the MPU 42 clears the count limit flag stored in the RAM 44. Here, when the high-frequency support mode has the high-frequency support flag set in the RAM 44 and the count limit flag is not set, it continues at least until a "big win" occurs in the win / loss lottery.

[0224] In step S1104, the MPU 42 sets the high-probability mode flag in the RAM 44. If the high-probability mode flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues at least until a "big win" occurs in the win / loss lottery. Thereafter, the MPU 42 ends the transition process at the end of the opening / closing execution mode.

[0225] Note that when ending the transition process at the end of the opening / closing execution mode, the MPU 42 clears the flags set in the RAM 44 according to the allocation result (low-probability result flag, non-explicit few-round high-probability result flag, explicit few-round high-probability result flag, and most advantageous result flag) and the special miss flag. Also, in step S701 of the above-described variation start process, the MPU 42 determines whether the win / loss lottery mode is the high-probability mode by determining whether the high-probability mode flag is set in the RAM 44.

[0226] Next, the processing (processing after step S1105) when it is determined in step S1101 by the MPU 42 that the allocation result is not "most advantageous result" or "explicit few-round high-probability result" will be described. In step S1105, the MPU 42 determines whether the allocation result is a "non-explicit few-round high-probability result".

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

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

[0229] If the MPU 42 determines in step S1106 that the high-frequency support flag is set in the RAM 44, it executes the processing after step S1103 described above. On the other hand, if the MPU 42 determines in step S1106 that the high-frequency support flag is not set in the RAM 44, in step S1107, it sets a high-probability mode flag in the RAM 44. If the high-probability mode flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until at least a "big win" is achieved in the win / loss lottery. After that, the MPU 42 ends the transition processing at the end of the open / close execution mode.

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

[0231] If the MPU 42 determines in step S1108 that the distribution result is not a "low-probability result" (when it is determined that the win / loss result is a "special loss result"), it ends the transition processing at the end of the open / close execution mode. On the other hand, if the MPU 42 determines in step S1108 that the distribution result is a "low-probability result", it executes the processing after step S1109.

[0232] In step S1109, the MPU42 clears the high-probability mode flag. As a result, the MPU42 sets the win / loss lottery mode to the low-probability mode. This low-probability mode continues until at least a "big win" occurs in the win / loss lottery and the distribution result becomes other than "low-probability result".

[0233] In step S1110, the MPU42 sets the high-frequency support flag in the RAM44. If the high-frequency support flag has already been set in the RAM44, the MPU42 maintains it. As a result, the MPU42 sets the support mode to the high-frequency support mode. In step S1111, the MPU42 sets "100" to the value of the game count counter provided in the various counter areas 441 of the RAM44. In step S1112, the MPU42 sets the count limit flag in the RAM44. If the count limit flag has already been set in the RAM44, the MPU42 maintains it. Then, the MPU42 ends the transition process at the end of the open / close execution mode.

[0234] Here, the high-frequency support mode continues until 100 game turns, which is the end criterion number of turns set in the game count counter, are completed when the high-frequency support flag is set in the RAM44 and the count limit flag is set. When the MPU42 has completed 100 game turns, it clears the high-frequency support flag and the count limit flag. As a result, the MPU42 sets the support mode to the low-frequency support mode. Note that the MPU42 executes these processes as power assist support processes in step S306 of the normal process, but detailed explanations are omitted.

[0235] Thus, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "most advantageous result" or the "explicitly few-round high-probability result", regardless of the current game state, the game state will shift to the high-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The high-probability mode and the high-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.

[0236] Also, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "non-explicitly few-round high-probability result" when the current support mode is the high-frequency support mode, the game state will shift to the high-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The high-probability mode and the high-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.

[0237] On the other hand, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "non-explicitly few-round high-probability result" when the current support mode is the low-frequency support mode, the game state will shift to the high-probability mode and the low-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The high-probability mode and the low-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.

[0238] Moreover, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "low-probability result", regardless of the current game state, the game state will shift to the low-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round number regulation mode). The low-probability mode continues until at least a "big win" occurs in the win / loss lottery, and the high-frequency support mode will shift to the low-frequency support mode when 100 game rounds are completed without a "big win" occurring in the win / loss lottery.

[0239] Also, when the result of the win / loss lottery is not a "big win", that is, when the win / loss result in the win / loss lottery is a "special loss result" or a "normal loss result", the gaming state does not change.

[0240] <Electrical Configuration of the Audio-Visual Control Device> FIG. 19 is a block diagram showing the electrical configuration of the audio-visual control device. As shown in FIG. 19, the audio-visual control device 5 includes an audio-visual control board 51, an MPU 52 mounted on the audio-visual control board 51, and a ROM 53 and a RAM 54 that constitute the MPU 52. Here, the MPU 52 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally formed into a chip in addition to the ROM 53 and the RAM 54.

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

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

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

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

[0245] The MPU 52 stores the normal reservation information or the advance reservation information in the areas SRa1 to SRa4 in time series in accordance with the reception of the first reservation generation command as sub-side reserved information. Specifically, when the MPU 52 receives the first reservation generation command transmitted from the MPU 42, it stores the sub-side reserved information in the order of the first area SRa1 → the second area SRa2 → the third area SRa3 → the fourth area SRa4 in time series.

[0246] Thus, since the first sub-side reserved area SRa includes four storage areas, the sub-side reserved information based on the first reservation generation command can be reserved up to a maximum of four. In addition, the first sub-side reserved area SRa includes a storage area for writing the number of reservations stored in each of the areas SRa1 to SRa4.

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

[0248] The MPU 52 stores the normal reservation information or the advance reservation information as sub-side reservation information in the areas SRb1 to SRb4 in time series in accordance with the reception of the second reservation generation command. Specifically, when the MPU 52 receives the second reservation generation command transmitted from the MPU 42, it stores the sub-side reservation information in time series in the order of the first area SRb1 → the second area SRb2 → the third area SRb3 → the fourth area SRb4.

[0249] As described above, since the second sub-side reserved area SRb includes four storage areas, the sub-side reservation information based on the second reservation generation command can be reserved up to a maximum of four. In addition, the second sub-side reserved area SRb includes a storage area for writing the number of reservations stored in each of the areas SRb1 to SRb4.

[0250] The execution area SAE is an area for moving the sub-side reservation information stored in the storage area of the first sub-side reserved area SRa or the second sub-side reserved area SRb when starting the variable display of the symbol display device 36.

[0251] <Electrical Configuration of the Display Control Device> FIG. 21 is a block diagram showing the electrical configuration of the display control device. As shown in FIG. 21, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 that constitute the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. Here, the MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally chipized in addition to the program ROM 63 and the work RAM 64. Note that the MPU 62, the VDP 65, the character ROM 66, and the video RAM 67 are mounted on the display control board 61.

[0252] The MPU 62 analyzes the commands transmitted from the voice and light control device 5, and performs predetermined arithmetic processing based on these commands to execute the control of the VDP 65. Specifically, the MPU 62 executes the control of the VDP 65 by generating commands for the VDP 65.

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

[0254] The VDP 65 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the symbol display device 36. Since the VDP 65 is chipized as an IC, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. This VDP 65 reads image data from the character ROM 66 based on the content of the commands generated by the MPU 62, and stores this image data in the video RAM 67.

[0255] The character ROM 66 functions as an image data library for storing character data such as symbols displayed on the symbol display device 36. This character ROM 66 holds bitmap format image data of various symbols, a color palette table, etc. that is referred to when determining the display color of each dot in the bitmap image. The video RAM 67 is a memory for storing display data to be displayed on the symbol display device 36, and the display content of the symbol display device 36 is changed by rewriting the content of this video RAM 67.

[0256] This video RAM 67 includes a development buffer 68 and a frame buffer 69. As described above, the VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the development buffer 68. Also, the VDP 65 creates drawing data for one frame in the frame buffer 69 using (or by processing) the image data stored in the development buffer 68. Note that the drawing data for one frame refers to the data necessary for displaying the image on the display screen G of the symbol display device 36 at one update timing in a configuration where the image is updated at a predetermined update timing.

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

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

[0259] When drawing to the symbol display device 36 is being executed using the drawing data created in one of the frame areas (for example, the first frame area 691), the VDP65 executes creation of the drawing data to be used next for the other frame area (for example, the second frame area 692). That is, the frame buffer 69 adopts a double-buffer system.

[0260] Also, based on the drawing data created in the first frame area 691 or the second frame area 692, the VDP65 generates an image signal corresponding to each dot of the display screen G and outputs the image signal to the symbol display device 36. More specifically, the VDP65 causes the drawing data to be transferred to the frame areas 691 and 692 that are the output targets. The VDP65 adjusts the resolution with a scaler (not shown) to make the drawing data correspond to the resolution of the symbol display device 36 and converts it into gradation data. Then, based on this gradation data, the VDP65 generates an image signal corresponding to each dot of the display screen G and outputs the image signal to the symbol display device 36.

[0261] <Regarding the timer interrupt process executed by the voice and light control device> FIG. 22 is a diagram showing a flowchart of the timer interrupt process executed by the voice and light control device. The MPU 52 of the voice and light control device 5 executes a timer interrupt process for advancing the game. In this timer interrupt process, as shown in FIG. 22, the MPU 52 periodically (for example, at a cycle of 2 msec) executes steps S2001 to S2006.

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

[0263] In step S2002, the MPU 52 executes a hold determination process based on the command transmitted from the MPU 42. In the hold determination process, the MPU 52 determines the occurrence of a held symbol, the shift of the held symbol, etc. This hold determination process will be described in detail later. In step S2003, the MPU 52 executes a production determination process based on the command transmitted from the MPU 42. In the production determination process, the MPU 52 determines productions for game use, productions for the open / close execution mode, etc. This production determination process will be described in detail later. In step S2004, the MPU 52 executes a production execution process based on the contents of the hold determination process in step S2002 and the production determination process in step S2003. Specifically, in the production execution process, the MPU 52 executes light emission control of various lamp units 124, 371 to 373 and executes voice control of the speaker unit 125.

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

[0265] In step S2006, a command transmission process for transmitting the commands set in the hold determination process of step S2002 and the effect determination process of step S2003 to the display control device 6 is executed. In this command transmission process, the MPU 52 determines whether it has reached the timing to transmit various commands stored as a command list in the command list storage area 541 of the RAM 54 to the display control device 6. When it is determined that the timing to transmit various commands to the display control device 6 has been reached, the MPU 52 transmits that command to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.

[0266] <Regarding the hold determination process executed by the voice and light emission control device> FIG. 23 is a diagram showing a flowchart of the hold determination process. The MPU 52 of the voice and light emission control device 5 executes a hold determination process to execute the generation of hold patterns, the shift of hold patterns, etc. In this hold determination process, as shown in FIG. 23, the MPU 52 executes steps S2101 to S2104.

[0267] In step S2101, the MPU 52 determines whether it has received a hold generation command (first hold generation command or second hold generation command) transmitted from the MPU 42. If the MPU 52 determines in step S2101 that it has not received the hold generation command, it executes the processes after step S2103. On the other hand, if the MPU52 determines in step S2101 that it has received a pending generation command, it executes a pending generation process in step S2102. In this pending generation process, the MPU52 stores sub-side pending information in the sub-side pending information storage area 543 based on the content of the pending generation command. This pending generation process will be described in detail later.

[0268] After the MPU52 executes the process of step S2102, or if it determines in step S2101 that it has not received a pending generation command, it executes the processes after step S2103. In step S2103, the MPU52 determines whether it has received a pending shift command (the first shift command or the second shift command) transmitted from the MPU42. If the MPU52 determines in step S2103 that it has not received a pending shift command, it ends the pending determination process. On the other hand, if the MPU52 determines in step S2103 that it has received a pending shift command, it executes a pending shift process in step S2104. In this pending shift process, the MPU52 shifts the sub-side pending information stored in the sub-side pending information storage area 543 based on the content of the pending shift command. This pending shift process will be described in detail later. After that, the MPU52 ends the pending generation process.

[0269] <Pending Generation Process> FIG. 24 is a diagram showing a flowchart of the pending generation process. In the pending generation process, as shown in FIG. 24, the MPU52 executes steps S2201 to S2209. Specifically, the MPU52 stores sub-side pending information in the sub-side pending information storage area 543 based on the content of the pending generation command.

[0270] In step S2201, the MPU52 determines whether it has received a first pending generation command transmitted from the MPU42. When the MPU52 determines in step S2201 that it has received the first hold generation command, in step S2202, it grasps the number of holds stored in the first sub-side hold area SRa, and sets that number of holds as the first sub-side start hold memory number SRaN in a predetermined storage area in the first sub-side hold area SRa. Thereafter, the MPU52 executes the processes after step S2204.

[0271] On the other hand, when the MPU52 determines in step S2201 that it has not received the first hold generation command (when it determines that it has received the second hold generation command), in step S2203, it grasps the number of holds stored in the second sub-side hold area SRb, and sets that number of holds as the second sub-side start hold memory number SRbN in a predetermined storage area in the second sub-side hold area SRb. Thereafter, the MPU52 executes the processes after step S2204.

[0272] After executing the process of step S2202 or step S2203, in step S2204, the MPU52 updates by adding 1 to the value of its sub-side start hold memory number SN (SRaN or SRbN).

[0273] In step S2205, the MPU52 executes a lottery process for the preview hold. In this lottery process for the preview hold, the MPU52 executes a lottery on whether to generate a preview hold. Specifically, the MPU52 executes a lottery on whether to generate a preview hold by using the value of the preview hold generation counter. The preview hold generation counter is provided in the various counter areas 542 of the RAM54.

[0274] Here, a preview hold is a hold that executes a preview display that changes the type of hold pattern, etc. to notify the player of the expectation level of the hold, or a preview display that generates a preview effect that uses the game turn effect based on a hold that is cleared before that hold to notify the player of the expectation level of that hold.

[0275] The notice reservation occurrence counter is a loop counter that is incremented by 1 each time it is updated and returns to 0 after reaching the maximum value. The notice reservation occurrence counter is updated periodically, and the updated value is appropriately stored in a buffer for the notice reservation occurrence counter set in a predetermined area of the RAM 54. Then, the MPU 52 performs a lottery (notice reservation occurrence lottery) to determine whether to generate a notice reservation based on the value of the notice reservation occurrence counter stored in the buffer for the notice reservation occurrence counter. Specifically, the MPU 52 acquires the value of the notice reservation occurrence counter stored in the buffer for the notice reservation occurrence counter and performs a lottery to determine whether to generate a notice reservation by comparing this value with a table for notice reservation occurrence. The table for notice reservation occurrence is a table that stores random numbers related to the occurrence of notice reservations and is stored in the ROM 53.

[0276] In step S2206, the MPU 52 determines whether it has won the notice reservation occurrence lottery in step S2205 (whether to generate a notice reservation). If the MPU 52 determines in step S2206 that a notice reservation is to be generated, it executes a notice reservation generation process in step S2207. In this notice reservation generation process, the MPU 52 executes a process for generating a notice reservation. Also, based on the content of this notice reservation generation process, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the effect execution process of step S2004 described above.

[0277] Specifically, the MPU 52 stores the notice reservation information in the first storage area among the free storage areas of the sub-side reservation area, that is, the storage area corresponding to the sub-side start reservation storage number SN updated in step S2204.

[0278] For example, when the MPU 52 sets the first sub-side start hold memory number SRaN in step S2202, it stores the advance hold information in the first memory area among the free memory areas of the first sub-side hold area SRa, that is, the memory area corresponding to the first sub-side start hold memory number SRaN updated in step S2204. For example, when the MPU 52 sets "3" in the first sub-side start hold memory number SRaN in step S2202, it stores the advance hold information in the fourth area SRa4, which is the memory area corresponding to "4" of the first sub-side start hold memory number SRaN updated in step S2204.

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

[0280] On the other hand, when the MPU 52 determines in step S2206 that no advance hold is to be generated, in step S2208, it executes the normal hold generation process. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Also, based on the content of this normal hold generation process, in the effect execution process of step S2004 described above, the MPU 52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

[0281] Specifically, the MPU 52 stores the normal hold information in the first memory area among the free memory areas of the sub-side hold area, that is, the memory area corresponding to the sub-side start hold memory number SN updated in step S2204.

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

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

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

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

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

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

[0288] First, the data setting process for the first sub-side reserved area SRa in steps S2302 to S2304 will be described. In step S2302, the MPU52 updates by subtracting 1 from the value of the first sub-side start reserved memory number SRaN in the first sub-side reserved area SRa. In step S2303, the MPU52 moves the sub-side reserved information stored in the first area SRa1 of the first sub-side reserved area SRa to the execution area SAE. In step S2304, the MPU52 executes a data shift process of shifting the sub-side reserved information stored in the memory area of the first sub-side reserved area SRa. This data shift process is a process of shifting the sub-side reserved information stored in each of the areas SRa1 to SRa4 to the first area SRa1 side in order. Specifically, the MPU52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.

[0289] Next, the data setting process for the second sub-side reserved area SRb in steps S2305 to S2307 will be described. In step S2305, the MPU52 updates by subtracting 1 from the value of the second sub-side start reserved memory number SRbN in the second sub-side reserved area SRb. In step S2306, the MPU52 moves the sub-side reserved information stored in the first area SRb1 of the second sub-side reserved area SRb to the execution area SAE. In step S2307, the MPU52 executes a data shift process of shifting the sub-side reserved information stored in the memory area of the second sub-side reserved area SRb. This data shift process is a process of shifting the sub-side reserved information stored in each of the areas SRb1 to SRb4 to the first area SRb1 side in order. Specifically, the MPU52 shifts the sub-side reserved information in the second area SRb2 to the first area SRb1, shifts the sub-side reserved information in the third area SRb3 to the second area SRb2, and shifts the sub-side reserved information in the fourth area SRb4 to the third area SRb3.

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

[0291] The MPU 62 of the display control device 6 reads out a data table for executing the shift of normal hold and preview hold on the symbol display device 36 based on the hold display shift command transmitted from the MPU 52 from the program ROM 63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of normal hold and preview hold by displaying it on the display screen G.

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

[0293] Note that the first reserved lamp section 371 is provided corresponding to the four storage areas, i.e., the first area SRa1 to the fourth area SRa4 of the first sub-side reserved area SRa from the left side to the right side. On the contrary, the pedestals B11 to B14 are provided corresponding to the four storage areas, i.e., the first area SRa1 to the fourth area SRa4 of the first sub-side reserved area SRa from the right side to the left side. Also, the second reserved lamp section 372 is provided corresponding to the four storage areas, i.e., the first area SRb1 to the fourth area SRb4 of the second sub-side reserved area SRb from the left side to the right side. Similarly, the pedestals B21 to B24 are provided corresponding to the four storage areas, i.e., the first area SRb1 to the fourth area SRb4 of the second sub-side reserved area SRb from the left side to the right side.

[0294] The pedestals B11 to B14, the pedestals B21 to B24, and the execution pedestal AB notify the player of the occurrence of a preview reservation or a normal reservation by placing a preview reservation picture or a normal reservation picture thereon. Specifically, when the MPU62 identifies that normal reservation information is stored in the storage area of the first sub-side reserved area SRa based on the content of the reservation display generation command or the reservation display shift-time command transmitted from the MPU52, it places a white sphere picture, which is a normal reservation picture, on the pedestals B11 to B14. When MPU62 determines that the memory area of the first sub-side reserved area SRa stores advance reservation information based on the content of the pending display generation command or the pending display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is an advance reservation pattern, on pedestals B11 to B14.

[0295] Also, when MPU62 determines that the memory area of the second sub-side reserved area SRb stores normal reservation information based on the content of the pending display generation command or the pending display shift command transmitted from MPU52, it places a white sphere pattern, which is a normal reservation pattern, on pedestals B21 to B24. When MPU62 determines that the memory area of the second sub-side reserved area SRb stores advance reservation information based on the content of the pending display generation command or the pending display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is an advance reservation pattern, on pedestals B21 to B24.

[0296] Furthermore, when MPU62 determines that the memory area of the execution area SAE stores normal reservation information based on the content of the pending display shift command transmitted from MPU52, it places a white sphere pattern, which is a normal reservation pattern, on the execution pedestal AB. When MPU62 determines that the memory area of the execution area SAE stores advance reservation information based on the content of the pending display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is an advance reservation pattern, on the execution pedestal AB.

[0297] Here, in the example of FIG. 26, MPU62 places a normal reservation pattern on pedestals B11 and B12, an advance reservation pattern on pedestal B13, and a normal reservation pattern on the execution pedestal AB. Also, in this example, MPU62 places a normal reservation pattern on pedestal B21. Also, in this example, MPU62 does not place a pattern on pedestals B14 and B22 to B24. In addition, in this reference embodiment, the patterns of normal hold and preview hold are different from each other, but they may be the same. Also, in this reference embodiment, the MPU62 displayed the pedestals B11 to B14, the pedestals B21 to B24, and the execution pedestal AB on the display screen G, but each pedestal may not be displayed on the display screen G.

[0298] <Regarding the effect determination process executed by the voice and light control device> FIG. 27 is a diagram showing a flowchart of the effect determination process. The MPU52 of the voice and light control device 5 executes an effect determination process to execute effects for game use, effects for the opening / closing execution mode, and the like. In this effect determination process, as shown in FIG. 27, the MPU52 executes steps S2401 to S2413.

[0299] In step S2401, the MPU52 determines whether it has received the variation command and the type command transmitted from the MPU42. If the MPU52 determines in step S2401 that it has not received each command, it executes the processes after step S2409. On the other hand, if the MPU52 determines in step S2401 that it has received each command, in step S2402, it determines whether the game result is the "most advantageous result" or the "low probability result" based on the content of the type command.

[0300] When it is determined in step S2402 that the game result is the "most advantageous result" or the "low probability result", the MPU52 executes, in step S2403, a symbol determination process corresponding to the type of the game result. In this symbol determination process, when it is determined that the game result is the "most advantageous result", the MPU52 determines information related to a combination of symbols having the same odd number or the same even number as the stop result that is finally stopped and displayed on the valid line L. When it is determined that the game result is the "low probability result", the MPU52 determines information related to a combination of symbols having the same even number as the stop result that is finally stopped and displayed on the valid line L. The odd and even numbers are randomly determined by lottery or the like.

[0301] On the other hand, when it is determined in step S2402 that the game result is not the "most advantageous result" or the "low probability result", the MPU52 determines, in step S2404, whether the game result is a "normal miss result" based on the content of the type command. When it is determined in step S2404 that the game result is not the "normal miss result", that is, when the game result is any one of the "special miss result", the "non-explicit few-round high probability result", and the "explicit few-round high probability result", the MPU52 executes, in step S2405, a common symbol determination process. In this common symbol determination process, the MPU52 determines information related to a special combination of symbols as the stop result that is finally stopped and displayed on the valid line L. Specifically, the MPU52 determines a special combination of symbols having different numbers from each other (for example, "3·4·1") that are not selected when the "normal miss result" occurs in the pass / fail lottery, instead of a combination of symbols having the same number. Note that this special combination of symbols is the same regardless of the type of the game result.

[0302] On the other hand, when the MPU52 determines in step S2404 that the game result is a "normal miss result", in step S2406, it executes a symbol determination process for normal miss. In this symbol determination process for normal miss, the MPU52 determines whether or not a reach display occurs based on the content of the variation command.

[0303] When the MPU52 determines that a reach display occurs, it determines information related to the combination of symbols of the reach display as the stop result to be finally stopped and displayed on the valid line L. Note that the combination of symbols of the reach display is randomly determined by lottery or the like. On the other hand, when the MPU52 determines that a reach display does not occur, it determines information related to a combination of symbols different from the combinations of the above-described symbols as the stop result to be finally stopped and displayed on the valid line L. Specifically, the MPU52 randomly determines, by lottery or the like, a combination of symbols that is different from any of the combination of symbols having the same number, the combination of special symbols, and the combination of symbols of the reach display.

[0304] After executing any one of the processes in step S2403, step S2405, and step S2406, the MPU52 executes an effect pattern determination process in step S2407. In this effect pattern determination process, the MPU52 selects an effect pattern corresponding to the variation command and the type command by referring to an effect table stored in advance in the ROM53. Specifically, the MPU52 selects, as the effect pattern, the effect duration (effect continuation period) and the content of the effect. Note that in step S2407, the MPU52 also executes a lottery as to whether or not to generate a preview display.

[0305] Also, based on the selected effect pattern, the MPU52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the effect execution process of step S2004 described above.

[0306] In step S2408, the MPU52 sets a variation start command and a stop result command including information related to the stop result determined in any of the processes of step S2403, step S2405, and step S2406. Then, the MPU52 stores the variation start command and the stop result command in the command list stored in the command list storage area 541 of the RAM54. These variation start command and stop result command are transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0307] The MPU62 of the display control device 6 reads out a data table for executing the start of the variation display and the display of the stop result on the symbol display device 36 based on the variation start command and the stop result command transmitted from the MPU52 from the program ROM63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU62 outputs a command to the VDP65 based on this data table. The VDP65 reads out image data from the character ROM66 based on the content of the command generated by the MPU62 and stores this image data in the expansion buffer 68. Further, the VDP65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, after starting the variation display, the symbol display device 36 finally stops and displays the stop result determined by the MPU52 on the valid line L.

[0308] After executing the process of step S2408, or when it is determined in step S2401 that the variation command and the type command have not been received, the MPU52 executes the processes after step S2409. In step S2409, the MPU52 determines whether an opening command has been received.

[0309] If the MPU52 determines in step S2409 that the opening command has not been received, it executes the processes after step S2413. On the other hand, when it is determined in step S2409 that the MPU 52 has received an opening command, in step S2410, it determines the type of game result based on the content of the opening command.

[0310] In step S2411, the MPU 52 executes a process of determining the effect for the opening / closing execution mode corresponding to the type of game result determined in step S2410. In the process of determining the effect for the opening / closing execution mode, when the MPU 52 determines in step S2410 that the game result is a "special losing result" or a "non-explicit few-round high-probability result", it selects effect A as the effect for the opening / closing execution mode. Also, when the MPU 52 determines that the game result is an "explicit few-round high-probability result", it selects effect B as the effect for the opening / closing execution mode. Also, when the MPU 52 determines that the game result is the "most advantageous result", it selects effect C or effect D as the effect for the opening / closing execution mode. Also, when the MPU 52 determines that the game result is a "low-probability result", it selects effect D as the effect for the opening / closing execution mode. Note that the duration of effect A and effect B corresponds to the time when the opening and closing of the big winning opening 271 are executed twice in a short-time mode during the opening / closing execution mode. Also, the duration of effect C and effect D corresponds to the time when the opening and closing of the big winning opening 271 are executed 15 times in a long-time mode during the opening / closing execution mode.

[0311] Also, based on the selection results of effects A to D, the MPU 52 executes the light emission control of the display lamp unit 124 and the sound control of the speaker unit 125 in the effect execution process of step S2004 described above.

[0312] In step S2412, the MPU52 sets an opening / closing execution mode command including information related to the effect for the opening / closing execution mode selected in step S2411. Then, the MPU52 stores the opening / closing execution mode command in the command list stored in the command list storage area 541 of the RAM54. This opening / closing execution mode command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0313] The MPU62 of the display control device 6 reads out a data table for executing the effect for the opening / closing execution mode from the program ROM63 based on the opening / closing execution mode command transmitted from the MPU52. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU62 outputs a command to the VDP65 based on this data table. The VDP65 reads out image data from the character ROM66 based on the content of the command generated by the MPU62 and stores this image data in the expansion buffer 68. Also, the VDP65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the effect for the opening / closing execution mode selected by the MPU52 of the sound and light control device 5.

[0314] After executing the process of step S2412, or when it is determined in step S2409 that the opening command has not been received, the MPU52 executes the processes after step S2413. In step S2413, the MPU52 executes other processes. In the other processes, the MPU52 executes, for example, processes for advancing the effect for the opening / closing execution mode based on the release command, closing command, and ending command transmitted from the MPU42. Then, the MPU52 ends the effect determination process.

[0315] <Regarding the relationship between the game result, game state, etc.> Hereinafter, the relationship between the game result and the game state and the like based on the execution of various processes will be described. FIG. 28 is a diagram showing the relationship between the game result and the game state and the like. Specifically, FIG. 28 is a diagram showing the relationship between the game result excluding the "normal miss result" and the game state and the like, with the game results arranged in the column direction and the game state and the like arranged in the row direction. As shown in FIG. 28, the pachinko machine 1 has, as game results excluding the "normal miss result", the winning or losing results of "big win winning" and "special miss result", and the allocation results of "non-explicit few-round high-probability result", "explicit few-round high-probability result", "most advantageous result", and "low-probability result".

[0316] Here, the "special miss result" is a game result selected when the "big win winning" does not occur in the winning or losing lottery (symbol × in the figure), as shown in the second column of Table 2 in FIG. 28. The allocation result is a game result selected when the "big win winning" occurs in the winning or losing lottery (symbol ○ in the figure). Hereinafter, the relationship between the game result excluding the "normal miss result" and the game state and the like will be described. In this reference embodiment, the pachinko machine 1 sets the relationship between the game result and the game state and the like as follows, but the combination of the game result and the game state and the like, the content of the game result, and the content of the game state and the like are arbitrary.

[0317] In the "special miss result", the opening / closing execution mode shifts to the opening / closing number regulation mode instead of the round number regulation mode, and the opening / closing of the big winning opening 271 is executed twice in a short-time mode. Also, in the "special miss result", the winning or losing lottery mode does not shift. In the "non-explicit few-round high-probability result", the opening / closing execution mode shifts to the round number regulation mode in which round games are performed with a maximum of two times, and the opening / closing of the big winning opening 271 is executed twice in a short-time mode. Also, in the "non-explicit few-round high-probability result", the winning or losing lottery mode shifts to the high-probability mode. Thus, the "special miss result" and the "non-explicit few-round high-probability result" are common in that the opening / closing of the big winning opening 271 is executed twice in a short-time mode, although the types of the opening / closing execution mode are different.

[0318] Also, in the "Special Loss Result" and "Non-Explicit Low-Round High-Probability Result", the stop result is a special combination of symbols, and the effect for the open / close execution mode is Effect A. Furthermore, in the "Special Loss Result" and "Non-Explicit Low-Round High-Probability Result", the support mode does not shift. Also, in the game rounds after the end of the open / close execution mode, the symbol display device 36 does not display an image indicating that it is in the high-probability mode on the display screen G.

[0319] Therefore, the player cannot grasp whether the game result is either the "Special Loss Result" or the "Non-Explicit Low-Round High-Probability Result" by confirming the stop result and the effect for the open / close execution mode. In other words, even when the "Non-Explicit Low-Round High-Probability Result" occurs in the distribution lottery and the high-probability mode is entered, the symbol display device 36 disguises it as if the win / loss lottery mode has not shifted in the game rounds after the end of the open / close execution mode. For this reason, the player can enjoy the game while predicting whether the win / loss lottery mode has shifted to the high-probability mode.

[0320] In the "Explicit Low-Round High-Probability Result", the open / close execution mode shifts to the round number regulation mode in which the round game is played with a maximum of 2 times, and the opening and closing of the big winning opening 271 are executed 2 times in a short-time mode. Also, in the "Explicit Low-Round High-Probability Result", the win / loss lottery mode shifts to the high-probability mode. Also, in the "Explicit Low-Round High-Probability Result", the stop result is a special combination of symbols, and the effect for the open / close execution mode is Effect B. Also, in the "Explicit Low-Round High-Probability Result", the support mode shifts to the high-frequency support mode. Furthermore, in the game rounds after the end of the open / close execution mode, the symbol display device 36 displays an image indicating that it is in the high-probability mode on the display screen G. Therefore, the player can grasp that the game result is the "Explicit Low-Round High-Probability Result" by confirming the stop result and the effect for the open / close execution mode.

[0321] In the "most favorable result" and "low probability result", the opening and closing execution mode shifts to the round number regulation mode in which the round game is played with a maximum of 15 times, and the opening and closing of the big winning opening 271 is executed 15 times in the long-time mode. Here, in the "most favorable result", the stop result is a combination of symbols having the same odd-numbered digit or the same even-numbered digit, the win / loss lottery mode shifts to the high probability mode, and the effect for the opening and closing execution mode is effect C or effect D. Specifically, when the stop result is a combination of symbols having the same odd-numbered digit, the effect for the opening and closing execution mode is effect C, and when the stop result is a combination of symbols having the same even-numbered digit, the effect for the opening and closing execution mode is effect D. Also, in the "low probability result", the stop result is a combination of symbols having the same even-numbered digit, the win / loss lottery mode shifts to the low probability mode, and the effect for the opening and closing execution mode is effect D. Further, in the "most favorable result" and "low probability result", the support mode shifts to the high frequency support mode.

[0322] Therefore, the player can grasp that the game result is the "most favorable result" when the stop result is a combination of symbols having the same odd-numbered digit and the effect for the opening and closing execution mode is effect C. However, when the stop result is a combination of symbols having the same even-numbered digit, the player cannot grasp whether the game result is the "most favorable result" or the "low probability result" by confirming the stop result and the effect for the opening and closing execution mode.

[0323] And in the game round after the end of the opening and closing execution mode, if the effect for the opening and closing execution mode is finally effect D, the symbol display device 36 does not display an image indicating that it is in the high probability mode on the display screen G.

[0324] Specifically, the symbol display device 36 does not display an image indicating that it is in the high-probability mode on the display screen G. When the game turns reach the end reference number (specifically, 100 turns) in the high-frequency support mode, the symbol display device 36 displays an image on the display screen G notifying that it will shift to the low-frequency support mode. In other words, even when the "most advantageous result" is obtained in the allocation lottery, in the game turns after the end of the opening / closing execution mode, if the effect for the opening / closing execution mode is finally the effect D, the symbol display device 36 disguises it as if the game result were a "low-probability result".

[0325] When the allocation result is the "most advantageous result", the symbol display device 36 does not become a "big win winning" in the win / loss lottery, and after 100 game turns are completed, it displays an image on the display screen G indicating that it is in the high-probability mode. In other words, the symbol display device 36 cancels the disguise that it had been performing as if the game result were a "low-probability result".

[0326] 〔Modification Example of the Reference Embodiment〕 Note that the reference embodiment of the present invention is not limited to the above reference embodiment, and includes modifications, improvements, etc. within the range that can achieve the object of the present invention. (1) In this reference embodiment, the pachinko machine 1 executed the opening and closing of the single big winning opening 271 for each round game. In contrast, the pachinko machine 1 may execute the opening and closing of the big winning opening 271 a plurality of times for each round game. (2) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when a predetermined upper limit continuous time (upper limit continuous period) elapses, or when the total number of game balls winning the big winning opening 271 reaches a predetermined upper limit number. In contrast, for example, the upper limit number may be made to vary according to the upper limit continuous time, and the conditions for setting the opening / closing door 272 to the closed state again are arbitrary.

[0327] (3) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 back to the closed state when the total number of winning game balls entering the big winning opening 271 reaches 8, which is a predetermined upper limit number. In contrast, for example, the pachinko machine 1 may set the upper limit number to any number other than 8. Also, for example, the pachinko machine 1 may set different upper limit numbers according to the distribution result. Further, for example, the pachinko machine 1 may set different upper limit numbers for each round during one execution mode of opening / closing.

[0328] (4) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 back to the closed state when the total number of winning game balls entering the big winning opening 271 reaches a predetermined upper limit number. In contrast, for example, the pachinko machine 1 may be provided with an end trigger opening for setting the opening / closing door 272 to the closed state triggered by the entry of a game ball, and may be configured to enable the entry of a game ball into this end trigger opening when a predetermined time has elapsed. (5) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 back to the closed state when a predetermined upper limit duration has elapsed. In contrast, for example, after setting the opening / closing door 272 to the open state, the pachinko machine 1 may set the opening / closing door 272 back to the closed state when a predetermined time has elapsed since a winning occurred at the big winning opening 271.

[0329] (6) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 back to the closed state. In contrast, for example, after setting the opening / closing door 272 to the open state, the pachinko machine 1 may shift to the next round of the game without setting the opening / closing door 272 back to the closed state. (7) In this reference embodiment, the upper limit duration of the short-time mode was set to be shorter than the firing cycle of the game balls. In contrast, for example, the upper limit duration of the short-time mode may be set to be a time equal to or longer than the firing cycle of the game balls and equal to or shorter than n times (where n is any one of 1, 2, and 3) the firing cycle of the game balls.

[0330] (8) In this reference embodiment, the pachinko machine 1 had two types of opening / closing execution modes. Specifically, the pachinko machine 1 had an opening / closing execution mode in which the round game was executed twice with the upper limit duration of the short-time mode, and an opening / closing execution mode in which the round game was executed 15 times with the upper limit duration of the long-time mode. In contrast, the pachinko machine 1 may have an opening / closing execution mode different from these with respect to the mode of the upper limit duration and the number of times the round game is executed. Also, instead of setting a plurality of types of opening / closing execution modes by varying the mode of the upper limit duration, the pachinko machine 1 may be configured to set a plurality of types of opening / closing execution modes by varying the degree of opening of the opening / closing door 272, such as semi-opening or full-opening. Further, the mode of the upper limit duration may be set such that although it appears to be the same mode to the player, the exact upper limit duration is different.

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

[0332] (10) In this reference embodiment, when the game result is any one of "special losing result", "non-explicit few-round high-probability result", and "explicit few-round high-probability result", the MPU 52 determines information related to a special combination of symbols as the stop result to be finally stopped and displayed on the effective line L, and this special combination of symbols is the same regardless of the type of game result. On the other hand, the MPU 52 may randomly determine the information related to the stop result so that it is difficult for the player to grasp which game result it is.

[0333] (11) In this reference embodiment, the MPU 42 used the jackpot random number counter C1 for the lottery of jackpot occurrence, and when a jackpot occurred, it used the jackpot type counter C2 for the lottery of the type of that jackpot. On the other hand, the MPU 42 may use the jackpot random number counter C1 for the lottery of the type of that jackpot when a jackpot occurs. In this case, the jackpot type counter C2 may not be provided in each counter area 441 of the RAM 44.

[0334] (12) In this reference embodiment, the pachinko machine 1 has two types of losing results, namely "special losing result" and "ordinary losing result", and the MPU 42 executes the lottery of jackpot occurrence by comparing the win / loss table storing the value of the random number winning the jackpot with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442. In other words, the MPU 42 executes the lottery related to the "special losing result" by using the value of the jackpot random number counter C1. On the other hand, the MPU 42 may execute the lottery related to the "special losing result" by using a new counter different from the jackpot random number counter C1 provided in each counter area 441 of the RAM 44 for executing the lottery related to the "special losing result".

[0335] (13) In this reference embodiment, in a gaming state where a success / failure table for the low-probability mode is referred to during the lottery for a big win occurrence, the number of random number values resulting in a "special losing result" is two, and in a gaming state where a success / failure table for the high-probability mode is referred to during the lottery for a big win occurrence, the number of random number values resulting in a "special losing result" was one. In other words, the probability of obtaining a "special losing result" was set to be higher in the low-probability mode than in the high-probability mode. On the contrary, the probability of obtaining a "special losing result" may be set to be lower in the low-probability mode than in the high-probability mode, or may be set to be the same in both the low-probability mode and the high-probability mode. Also, the probability of obtaining a "special losing result" may be set to be zero in at least either the low-probability mode or the high-probability mode.

[0336] (14) In this reference embodiment, the pachinko machine 1 created a gaming state advantageous to the player and a gaming state disadvantageous to the player by setting the success / failure lottery mode and the support mode, but by setting gaming states other than these, a gaming state advantageous to the player and a gaming state disadvantageous to the player may be created. For example, the pachinko machine 1 may create a gaming state advantageous to the player and a gaming state disadvantageous to the player by varying the number of gaming rounds in which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a gaming state disadvantageous to the player by determining whether to shift to the high-frequency support mode after the end of the opening / closing execution mode. Further, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a gaming state disadvantageous to the player by varying the number of gaming rounds in which the high-probability mode is continued after the end of the opening / closing execution mode.

[0337] (15) In this reference embodiment, the pachinko machine 1 stores the hold information related to the upper operation port 25 in the hold area Ra for the first result display unit, and stores the hold information related to the lower operation port 26 in the hold area Rb for the second result display unit, thereby storing the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 separately. In contrast, the pachinko machine 1 may store the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 together. (16) In this reference embodiment, the MPU 42 preferentially sets the hold information related to the lower operation port 26 for consumption of game turns regardless of whether there is hold information related to the upper operation port 25. In contrast, the MPU 42 may set the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 for consumption of game turns in the winning order of their respective hold information.

[0338] (17) In this reference embodiment, the main control device 4 transmits a command to the audio-visual control device 5, and the audio-visual control device 5 transmits the command as a result of analyzing the command to the display control device 6, thereby executing the control of the display control device 6. In contrast, the main control device 4 may transmit a command to the display control device 6, and the display control device 6 may transmit the command as a result of analyzing the command to the audio-visual control device 5, thereby executing the control of the audio-visual control device 5. Note that the command transmitted from the main control device 4 to the audio-visual control device 5 and the command transmitted from the audio-visual control device 5 to the display control device 6 are not limited to the commands described in this reference embodiment and are arbitrary. (18) In this reference embodiment, the pachinko machine 1 includes the main control device 4, the audio-visual control device 5, and the display control device 6 as separate control devices. In contrast, for example, the audio-visual control device 5 and the display control device 6 may be provided as the same control device, or at least one of the audio-visual control device 5 and the display control device 6 may be provided as the same control device as the main control device 4.

[0339] (19) In this reference embodiment, the symbol display device 36 starts the variable display of symbols on the display screen G by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction based on winning at the upper operation port 25 or the lower operation port 26, thereby executing an effect for game use. In contrast, the effect for game use is not limited to the effect described in this reference embodiment and is arbitrary. For example, the pachinko machine 1 may execute an effect for game use by operating in combination a movable decorative member provided on the game board 2 and the symbol display device 36. Also, for example, the pachinko machine 1 may execute an effect for game use by operating in combination a light emitting means provided on the game board 2 and the symbol display device 36. Further, for example, the pachinko machine 1 may execute an effect for game use by operating in combination these decorative members and light emitting means and the symbol display device 36.

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

[0341] (21) In this reference embodiment, the pachinko machine 1 includes a main display unit 34. The main display unit 34 executes variable display of symbols and, as a result of stopping the variable display, displays the result of an internal lottery. On the other hand, for example, the main display unit 34 may display the same stop result regardless of the result of the internal lottery as the result of stopping the variable display, or may make it impossible to identify the result of the internal lottery by randomly displaying the stop result. Further, for example, the pachinko machine 1 may not include the main display unit 34.

[0342] (22) In this reference embodiment, the symbol display device 36 starts variable display of symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction based on winning in the upper operation port 25 or the lower operation port 26, thereby executing an effect for the game on the display screen G. On the other hand, the symbol display device 36 may execute an effect for the game on the display screen G by displaying a symbol (picture) that indicates the result of the internal lottery.

[0343] For example, the symbol display device 36 sets a predetermined area in at least one of an area narrower than the area for displaying the symbols in each symbol column Z1 to Z3 and an area at the periphery of the area for displaying the symbols in each symbol column Z1 to Z3, and when stopping the variable display of the symbols in each symbol column Z1 to Z3, may display a symbol that indicates the result of the internal lottery in this predetermined area. The symbol displayed in this predetermined area may be executing variable display or may be non-displayed during the variable display of the symbols in each symbol column Z1 to Z3.

[0344] Here, the symbols to be displayed in a predetermined area may adopt characters, colors, or patterns that are difficult for the player to distinguish, or combinations thereof. Also, even if they are not characters, colors, or patterns that are difficult for the player to distinguish, by adopting symbols that are similar to each other or combinations thereof, it may be made difficult for the player to distinguish. According to this, for example, the manager of the game parlor can easily confirm whether there is any improper behavior of trying to make the pachinko machine 1 behave in the same way as when winning the lottery for a big hit by visually checking the symbol display device 36 without visually checking the main display unit 34 at the end of the game round.

[0345] (23) In this reference embodiment, the pachinko machine 1 was configured to operate independently, but it may be configured to transmit and receive information by interlocking with an external device such as a mobile phone. For example, the gaming machine may be configured such that the player can output an optical code by operating a button or the like provided on the gaming machine, and the information of this optical code is imaged and read by a camera provided on a mobile phone or the like, and the gaming machine may be configured such that the information of the gaming machine can be transmitted to a web server by accessing a website. Also, the gaming machine may be configured such that the player can receive the information of the web server by inputting the password issued by accessing the website into the gaming machine by operating a button or the like provided on the gaming machine.

[0346] (24) In this reference embodiment, the pachinko machine 1 has been illustrated and described as the gaming machine of the present invention. In contrast, the gaming machine of the present invention may be another type of pachinko machine different from the pachinko machine 1. For example, the gaming machine of the present invention may be a pachinko machine that releases an electric accessory a predetermined number of times when a game ball enters a specific area, or a pachinko machine that generates a big hit right when a game ball enters a specific area. Also, the gaming machine of the present invention may be another type of gaming machine such as an arrange ball machine or a sparrow ball.

[0347] 〔Reference Embodiment A〕 Hereinafter, Reference Embodiment A of the present invention will be described with reference to the drawings. In the following description, parts that have already been described will be denoted by the same reference numerals and their description will be omitted.

[0348] <Electrical Configuration of Display Control Device> FIG. 29 is a block diagram showing the electrical configuration of a display control device according to Reference Embodiment A of the present invention. As shown in FIG. 29, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 that constitute the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. Here, the MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally chip-mounted in addition to the program ROM 63 and the work RAM 64. Note that the MPU 62, VDP 65, character ROM 66, and video RAM 67 are mounted on the display control board 61.

[0349] The MPU 62 analyzes the commands transmitted from the audio light emission control device 5 and performs predetermined arithmetic processing based on these commands to execute the control of the VDP 65. Specifically, the MPU 62 executes the control of the VDP 65 by generating commands for the VDP 65.

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

[0351] The VDP65 is a kind of drawing circuit that directly operates on an image processing device as a liquid crystal display unit driver incorporated in the symbol display device 36. Since the VDP65 is integrated into an IC chip, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip with firmware dedicated to drawing processing built in. This VDP65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the video RAM 67.

[0352] The character ROM 66 functions as an image data library for storing character data such as symbols displayed on the symbol display device 36. This character ROM 66 holds bitmap format image data of various symbols, a color palette table referred to when determining the display color of each dot in the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the symbol display device 36, and the display content of the symbol display device 36 is changed by rewriting the content of this video RAM 67.

[0353] This video RAM 67 includes a development buffer 68 and a frame buffer 69. As described above, the VDP65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the development buffer 68. Also, the VDP65 creates drawing data for one frame in the frame buffer 69 using (or by processing) the image data stored in the development buffer 68. Note that the drawing data for one frame refers to the data necessary for displaying the image at one update timing in a configuration where the image on the display screen G of the symbol display device 36 is updated at a predetermined update timing.

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

[0355] The first frame area 691A includes a first layer 691A1, a second layer 691A2 with a lower priority than the first layer 691A1, and a third layer 691A3 with a lower priority than the second layer 691A2. By overlapping each of the layers 691A1 to 691A3 in order of priority, drawing data for one frame is stored. The second frame area 692 includes a first layer 692A1, a second layer 692A2 with a lower priority than the first layer 692A1, and a third layer 692A3 with a lower priority than the second layer 692A2. By overlapping each of the layers 692A1 to 692A3 in order of priority, drawing data for one frame is stored. In the following description, the first layers 691A1 and 692A1 are also simply referred to as the first layer L1, the second layers 691A2 and 692A2 are also simply referred to as the second layer L2, and the third layers 691A3 and 692A3 are also simply referred to as the third layer L3.

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

[0357] While the drawing to the symbol display device 36 is being executed using the drawing data created in one frame area (for example, the first frame area 691), the VDP65 executes the creation of the drawing data to be next used for another frame area (for example, the second frame area 692). That is, the frame buffer 69 adopts a double buffer system.

[0358] Also, based on the drawing data created in the first frame area 691 or the second frame area 692, the VDP65 generates an image signal corresponding to each dot on the display screen G and outputs the image signal to the symbol display device 36. More specifically, the VDP65 causes the drawing data to be transferred to the frame areas 691, 692 that are the output targets. The VDP65 adjusts the resolution with a scaler (not shown) to convert it to gradation data so that this drawing data corresponds to the resolution of the symbol display device 36. Then, based on this gradation data, the VDP65 generates an image signal corresponding to each dot on the display screen G and outputs the image signal to the symbol display device 36.

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

[0360] <Hold generation process> FIG. 30 is a diagram showing a flowchart of the hold generation process. In the hold generation process, the MPU52 executes steps S2201 to S2209 in substantially the same manner as in the above reference embodiment. Specifically, the MPU52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the content of the hold generation command. Note that in this reference embodiment, the MPU52 is different from the above reference embodiment in that after executing the process of step S2204, the MPU52 executes the processes of steps S2210A to S2212A as shown in FIG. 30.

[0361] In step S2201, the MPU52 determines whether it has received the first pending generation command transmitted from the MPU42. If the MPU52 determines in step S2201 that it has received the first pending generation command, then in step S2202, it ascertains the number of pending operations stored in the first sub-side pending area SRa, and sets that number of pending operations as the first sub-side start pending storage number SRaN in a predetermined storage area in the first sub-side pending area SRa. After that, the MPU52 executes the processing from step S2204 onwards.

[0362] On the other hand, if the MPU52 determines in step S2201 that it has not received the first pending generation command (if it determines that it has received the second pending generation command), then in step S2203, it ascertains the number of pending operations stored in the second sub-side pending area SRb, and sets that number of pending operations as the second sub-side start pending storage number SRbN in a predetermined storage area in the second sub-side pending area SRb. After that, the MPU52 executes the processing from step S2204 onwards.

[0363] After executing the processing of step S2202 or step S2203, the MPU52 updates by adding 1 to the value of its sub-side start pending storage number SN (SRaN or SRbN) in step S2204.

[0364] In step S2210A, the MPU52 determines whether the current support mode is the low-frequency support mode based on the content of the pending generation command. If the MPU52 determines in step S2210A that the current support mode is not the low-frequency support mode (if it determines that the current support mode is the high-frequency support mode), then it executes the processing from step S2205 onwards. On the other hand, if the MPU52 determines in step S2210A that the current support mode is the low-frequency support mode, then it executes the processing from step S2211A onwards.

[0365] First, regarding the processing (processing after step S2205) when it is determined in step S2210A by the MPU52 that the current support mode is not the low-frequency support mode, an explanation will be given. In step S2205, the MPU52 executes a lottery process for a notice hold. In this lottery process for a notice hold, the MPU52 conducts a lottery on whether to generate a notice hold. Specifically, the MPU52 conducts a lottery on whether to generate a notice hold by using the value of the notice hold generation counter. Note that the notice hold generation counter is provided in various counter areas 542 of the RAM54.

[0366] Here, a notice hold is a hold that executes a notice display that changes the type of hold symbol or the like to notify the player of the expectation level of the hold, or a preview effect that uses the performance of the game rounds based on the hold that is consumed before that hold to notify the player of the expectation level of that hold, such as a notice display that generates a preview effect. In this reference embodiment, a notice hold that executes a notice display that generates a preview effect will be described, and the description of other notice holds that execute other notice displays will be omitted.

[0367] The notice hold generation counter is a loop counter that is incremented by 1 each time it is updated and returns to 0 after reaching the maximum value. The notice hold generation counter is updated periodically, and the updated value is appropriately stored in the notice hold generation counter buffer set in a predetermined area of the RAM54. Then, the MPU52 executes a lottery (notice hold generation lottery) on whether to generate a notice hold based on the value of the notice hold generation counter stored in the notice hold generation counter buffer. Specifically, the MPU52 acquires the value of the notice hold generation counter stored in the notice hold generation counter buffer and conducts a lottery on whether to generate a notice hold by comparing this value with the notice hold generation table. Note that the notice hold generation table is a table that stores the values of random numbers related to the generation of notice holds and is stored in the ROM53.

[0368] In step S2206, the MPU52 determines whether it has won the lottery for the advance notice hold generation in step S2205 (whether to generate an advance notice hold). If the MPU52 determines in step S2206 to generate an advance notice hold, in step S2207, it executes the advance notice hold generation process. In this advance notice hold generation process, the MPU52 executes the process for generating an advance notice hold. Also, based on the content of this advance notice hold generation process, in the production execution process of step S2004 described above, the MPU52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

[0369] Specifically, the MPU52 stores the advance notice hold information in the first storage area among the free storage areas of the sub - side hold area, that is, the storage area corresponding to the sub - side start hold storage number SN updated in step S2204.

[0370] For example, when the MPU52 sets the first sub - side start hold storage number SRaN in step S2202, it stores the advance notice hold information in the first storage area among the free storage areas of the first sub - side hold area SRa, that is, the storage area corresponding to the first sub - side start hold storage number SRaN updated in step S2204. For example, when the MPU52 sets "3" for the first sub - side start hold storage number SRaN in step S2202, it stores the advance notice hold information in the fourth area SRa4, which is the storage area corresponding to "4" of the first sub - side start hold storage number SRaN updated in step S2204.

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

[0372] On the other hand, when the MPU 52 determines not to generate an advance hold in step S2207, in step S2209, it executes a normal hold generation process. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Also, based on the content of this normal hold generation process, in the effect execution process of step S2004 described above, the MPU 52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

[0373] Specifically, the MPU 52 stores the normal hold information in the first memory area among the free memory areas of the sub-side hold area, that is, the memory area corresponding to the sub-side start hold memory number SN updated in step S2204.

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

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

[0376] Next, the processing (processing after step S2211A) when it is determined in step S2210A that the current support mode in the MPU 52 is the low-frequency support mode will be described. In step S2211A, the MPU 52 determines whether it has received the second hold generation command transmitted from the MPU 42 (whether the second sub-side start hold memory number SRbN was set in step S2203).

[0377] If the MPU 52 determines in step S2211A that it has not received the second hold generation command, it executes the processing after step S2205 described above. On the other hand, if the MPU 52 determines in step S2211A that it has received the second hold generation command, in step S2212A, it executes a special hold generation process. In this special hold generation process, the MPU 52 executes a process for generating a special hold. Also, based on the content of this special hold generation process, in the effect execution process of step S2004 described above, the MPU 52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

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

[0379] Here, since the MPU 52 sets the second sub-side start hold memory number SRbN in step S2203, special hold information is stored in the first memory area among the free memory areas of the second sub-side hold area SRb, that is, the memory area corresponding to the second sub-side start hold memory number SRbN updated in step S2204. For example, when the MPU 52 sets "3" in the second sub-side start hold memory number SRbN in step S2203, the special hold information is stored in the fourth area SRb4, which is the memory area corresponding to "4" of the second sub-side start hold memory number SRbN updated in step S2204.

[0380] In this way, the MPU 52 stores the special hold information as sub-side hold information in the areas SRb1 to SRb4 in chronological order in accordance with the reception of the second hold generation command. Note that each of the areas SRb1 to SRb4 is set to a storage capacity capable of storing special hold information for generating special holds.

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

[0382] The MPU 62 of the display control device 6 reads out from the program ROM 63 a data table for generating a pending display, a normal hold, or a special hold to be executed by the symbol display device 36 based on the pending display generation command transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Also, the VDP 65 creates drawing data for the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 displays a pending hold symbol, a normal hold symbol, or a special hold symbol on the display screen G to notify the player of the occurrence of a pending hold, a normal hold, or a special hold.

[0383] Note that the MPU 62 of the display control device 6 reads out from the program ROM 63 a data table for executing the shift of a normal hold, a pending hold, and a special hold by the symbol display device 36 based on the hold display shift-time command transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Also, the VDP 65 creates drawing data for the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of a normal hold, a pending hold, and a special hold by displaying it on the display screen G.

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

[0385] Note that the first reserved lamp section 371 is provided corresponding to four storage areas, i.e., a first area SRa1 to a fourth area SRa4 of the first sub-side reserved area SRa from left to right. On the other hand, the pedestals B11 to B14 are provided corresponding to four storage areas, i.e., a first area SRa1 to a fourth area SRa4 of the first sub-side reserved area SRa from right to left. Also, the second reserved lamp section 372 is provided corresponding to four storage areas, i.e., a first area SRb1 to a fourth area SRb4 of the second sub-side reserved area SRb from left to right. Similarly, the pedestals B21 to B24 are provided corresponding to four storage areas, i.e., a first area SRb1 to a fourth area SRb4 of the second sub-side reserved area SRb from left to right.

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

[0387] Also, when MPU62 determines that normal hold information is stored in the storage area of the second sub-side hold area SRb based on the content of the hold display generation command or the hold display shift command transmitted from MPU52, it places a white sphere pattern, which is a normal hold pattern, on pedestals B21 to B24. When MPU62 determines that advance hold information is stored in the storage area of the second sub-side hold area SRb based on the content of the hold display generation command or the hold display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is an advance hold pattern, on pedestals B21 to B24. When MPU62 determines that special hold information is stored in the storage area of the second sub-side hold area SRb based on the content of the hold display generation command or the hold display shift command transmitted from MPU52, it places a black sphere pattern, which is a special hold pattern, on pedestals B21 to B24.

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

[0389] Here, in the example of FIG. 31, the MPU 62 places the normal hold pattern on the pedestals B11 and B12, places the notice hold pattern on the pedestal B13, and places the normal hold pattern on the execution pedestal AB. Also, in this example, the MPU 62 places the special hold pattern on the pedestal B21. In other words, in this example, the support mode is the low-frequency support mode. Also, in this example, the MPU 62 does not place patterns on the pedestals B14 and B22 to B24. Note that in this reference embodiment, the patterns for normal hold, notice hold, and special hold are different from each other, but any two of the patterns may be the same, or all of the patterns may be the same. Also, in this reference embodiment, the MPU 62 has displayed the pedestals B11 to B14, the pedestals B21 to B24, and the execution pedestal AB on the display screen G, but each pedestal may not be displayed on the display screen G.

[0390] <Regarding the effect determination process executed by the audio-visual control device> FIG. 32 is a diagram showing a flowchart of the effect determination process. The MPU 52 of the audio-visual control device 5 executes an effect determination process in order to execute effects for game use, effects for the opening / closing execution mode, and the like. In this effect determination process, the MPU 52 executes steps S2401 to S2413 in substantially the same manner as in the above reference embodiment. Note that in this reference embodiment, the MPU 52 is different from the above reference embodiment in that, as shown in FIG. 32, after executing any one of the processes of step S2403, step S2405, and step S2406, the process of step S2407A is executed.

[0391] In step S2407A, the MPU52 executes the process of determining the presentation pattern. In this process of determining the presentation pattern, the MPU52 selects the presentation pattern corresponding to the variation command and the type command by referring to the presentation table stored in advance in the ROM53. Specifically, the MPU52 selects, as the presentation pattern, the presentation duration (presentation continuation period) and the content of the presentation. Note that in step S2407A, the MPU52 also executes a lottery as to whether or not to generate a preview display.

[0392] Also, based on the selected presentation pattern, in the presentation execution process of step S2004 described above, the MPU52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125. Hereinafter, the process of determining the presentation pattern will be described in detail.

[0393] FIG. 33 is a diagram showing a flowchart of the process of determining the presentation pattern. The MPU52 of the voice and light emission control device 5 executes the process of determining the presentation pattern in order to select, as the presentation pattern, the presentation duration (presentation continuation period) and the content of the presentation. In this process of determining the presentation pattern, as shown in FIG. 33, the MPU52 executes steps S3001 to S3011.

[0394] In step S3001, it is determined whether or not the sub-side hold information shifted to the execution area SAE by the hold shift process is special hold information.

[0395] If the MPU52 determines in step S3001 that it is special hold information, in step S3002, it executes a special hold presentation determination process. In this special hold presentation determination process, the MPU52 determines the presentation for digesting the special hold. Also, based on the content of this special hold presentation determination process, in the presentation execution process of step S2004 described above, the MPU52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

[0396] In step S3003, the MPU52 sets a special reserved presentation command. Then, the MPU52 stores the special reserved presentation command in the command list stored in the command list storage area 541 of the RAM54. Here, the sub-side reserved information stored in the sub-side reserved information storage area 543 is included in the special reserved presentation command stored in the command list storage area 541 of the RAM54. This special reserved presentation command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0397] The MPU62 of the display control device 6 reads out a data table for executing a presentation for digesting the special reservation on the symbol display device 36 from the program ROM63 based on the special reserved presentation command transmitted from the MPU52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU62 outputs a command to the VDP65 based on this data table. The VDP65 reads out image data from the character ROM66 based on the content of the command generated by the MPU62 and stores this image data in the expansion buffer 68. Further, the VDP65 creates drawing data in the second layer L2 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the presentation for digesting the special reservation by displaying it on the display screen G.

[0398] On the other hand, when the MPU52 determines in step S3001 that the sub-side reserved information shifted to the execution area SAE is not special reserved information, in step S3004, the MPU52 sets a special reserved presentation end command. Then, the MPU52 stores the special reserved presentation end command in the command list stored in the command list storage area 541 of the RAM54. Here, the sub-side reserved information stored in the sub-side reserved information storage area 543 is included in the special reserved presentation end command stored in the command list storage area 541 of the RAM54. This special reserved presentation end command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0399] The MPU 62 of the control device 6 clears the drawing data (drawing data related to the effect for consuming the special reservation) created in the second layer L2 of the frame buffer 69 based on the special reservation end command transmitted from the MPU 52. In this reference embodiment, when the MPU 52 determines that the sub-side reservation information shifted to the execution area SAE in step S3001 is not special reservation information, in step S3004, the MPU 52 always sets the special reservation end command, and the MPU 62 clears the drawing data created in the second layer L2 of the frame buffer 69 based on the special reservation end command transmitted from the MPU 52. On the other hand, the MPU 52 may set the special reservation end command only when drawing data is created in the second layer L2 of the frame buffer 69.

[0400] In step S3005, the MPU 52 determines whether the sub-side reservation information shifted to the storage area of the sub-side reservation area in the reservation shift process is advance reservation information. When the MPU 52 determines in step S3005 that it is advance reservation information, in step S3006, the MPU 52 executes the advance reservation effect determination process. In this advance reservation effect determination process, the MPU 52 determines the effect (pre-read effect) for consuming the advance reservation. Further, based on the content of this advance reservation effect determination process, the MPU 52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125 in the effect execution process of step S2004 described above.

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

[0402] The MPU 62 of the display control device 6 reads out a data table for executing a performance for consuming the preview hold from the program ROM 63 based on the preview hold performance command transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a 20 msec cycle) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data for the third layer L3 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the performance for consuming the preview hold by displaying it on the display screen G.

[0403] FIG. 34 is a diagram showing the flow of the pre-reading performance. Specifically, as shown in FIG. 34, the MPU 62 causes the symbol display device 36 to display an angel character holding a signboard with the character "strange" all over the display screen G, thereby causing a preview effect to be displayed on the display screen G of the symbol display device 36 and executed. This preview effect is an effect for digesting a reserved notice that notifies the player of the expectation level of the reservation by using the effect of the game round based on the reservation that is digested before the reservation itself. Here, the VDP 65 creates drawing data in the third layer L3 of the frame buffer 69 to display the preview effect on the display screen G of the symbol display device 36.

[0404] In the preview effect, after flying the angel character from the upper right position of the display screen G as the flight start position toward the center position (see FIG. 34(A)), the angel character is flown from that position toward the upper left position (see FIG. 34(B)). Thereafter, the preview effect causes the angel character to fly from the upper left position of the display screen G (the position in FIG. 34(B)) toward the upper right position (see FIG. 34(C)), so as to return the angel character to the flight start position. Then, as shown in FIGS. 34(A) to (C), the preview effect causes the angel character to fly again, so that the angel character flies in an infinite loop. Here, in this reference embodiment, the time taken for one loop of the preview effect is 10 seconds.

[0405] Returning to the description of the determination process of the effect pattern, the processes after step S3008 will be described with reference to FIG. 33. In step S3008, the MPU52 executes the cumulative process of the display duration. In this cumulative process of the display duration, each time the MPU52 executes the preview hold effect determination process in step S3006, based on the content of the variable command, the MPU52 calculates the cumulative time of the display duration and stores the cumulative time in the RAM54. In other words, the cumulative time of the display duration indicates the time taken from the start to the end of the pre-reading effect. Here, the aforementioned preview hold effect command includes information related to the cumulative time of the display duration. Therefore, the MPU62 can grasp the starting point when flying the angel character and its subsequent movement by receiving the information related to the cumulative time of the display duration from the MPU52. Note that the initial value of the cumulative time of the display duration is "0", and the starting point of the angel character at this time is the flight start position.

[0406] On the other hand, if the MPU52 determines in step S3005 that it is not preview hold information, in step S3009, the MPU52 sets a preview hold effect end command. Then, the MPU52 stores the preview hold effect end command in the command list stored in the command list storage area 541 of the RAM54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the preview hold effect end command stored in the command list storage area 541 of the RAM54. This preview hold effect end command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0407] Based on the preview hold effect end command transmitted from the MPU52, the MPU62 of the display control device 6 clears the drawing data (drawing data related to the effect for consuming the preview hold) created in the third layer L3 of the frame buffer 69.

[0408] In step S3010, the MPU52 executes the cumulative reset process of the display duration. In this cumulative reset process of the display duration, the MPU52 resets the cumulative time of the display duration stored in the RAM54 by substituting "0".

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

[0410] <Regarding the generation of the pre-reading production and the subsequent flow> FIG. 35 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when it is specified that the pre-warning reservation information is stored in the third area of the first sub-side reservation area. Specifically, FIG. 35(A) is a diagram showing the display screen G of the symbol display device 36. Further, FIG. 35(B) is a diagram showing the first layer L1 of the frame buffer 69, FIG. 35(C) is a diagram showing the second layer L2 of the frame buffer 69, and FIG. 35(D) is a diagram showing the third layer L3 of the frame buffer 69. Note that in this example, the MPU 52 specifies that the normal reservation information is stored in the first area SRa1 and the second area SRa2 of the first sub-side reservation area SRa, and specifies that the normal reservation information is stored in the execution area SAE.

[0411] As shown in FIG. 35(A), based on the variation start command transmitted from the MPU52, the MPU62 starts the variation display of the plurality of symbol columns Z1 to Z3 (see FIG. 3) displayed on the display screen G of the symbol display device 36, thereby transitioning to the high-speed variation period. During this high-speed variation period, the MPU62 starts the variation display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of FIG. 35, the MPU62 starts the variation display based on the variation start command related to the normal hold information stored in the execution area SAE.

[0412] Thereafter, based on the stop result command transmitted from the MPU52, the MPU62 notifies the result of the win / loss lottery by stop-displaying various symbol combinations on the valid line L as the stop result (not shown). In this reference embodiment, as shown in FIG. 35(B), the VDP65 creates drawing data in the first layer L1 of the frame buffer 69 to display the plurality of symbol columns Z1 to Z3 on the display screen G of the symbol display device 36.

[0413] Also, when it is determined in step S2206 that a preview hold is to be generated, the MPU52 executes a preview hold generation process in step S2207 and stores the preview hold information in the first storage area among the free storage areas of the sub-side hold area, that is, the storage area corresponding to the sub-side start hold storage number SN updated in step S2204. In the example of FIG. 35, the MPU52 stores the preview hold information in the third area SRa3 of the first sub-side hold area SRa. Based on the hold display generation command transmitted from the MPU52, the MPU62 causes the preview hold symbol to be displayed on the display screen G of the symbol display device 36 to notify the player of the occurrence of the preview hold. Specifically, when the MPU62 determines that the preview hold information is stored in the third area SRa3 of the first sub-side hold area SRa based on the content of the hold display generation command transmitted from the MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on the pedestal B13. Here, as shown in FIG. 35(B), the VDP65 creates drawing data in the first layer L1 of the frame buffer 69 to display the preview hold pattern on the display screen G of the pattern display device 36.

[0414] In the example of FIG. 35, since the MPU62 is not executing the effect for clearing the special hold, the VDP65 does not create drawing data in the second layer L2 of the frame buffer 69 as shown in FIG. 35(C). Also, in the example of FIG. 35, since the MPU62 is not executing the effect for clearing the preview hold, the VDP65 does not create drawing data in the third layer L3 of the frame buffer 69 as shown in FIG. 35(D).

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

[0416] The MPU62 executes the shift of the normal hold, preview hold, and special hold on the display screen G of the pattern display device 36 based on the hold display shift-time command transmitted from the MPU52. Specifically, as shown in FIG. 36(A), based on the hold display shift command transmitted from the MPU52, the MPU62 shifts and places the white sphere pattern, which is the normal hold pattern placed on the pedestal B11, onto the execution pedestal AB, shifts and places the white sphere pattern, which is the normal hold pattern placed on the pedestal B12, onto the pedestal B11, and shifts and places the blinking white sphere pattern, which is the preview hold pattern placed on the pedestal B13, onto the pedestal B12. Here, as shown in FIG. 36(B), the VDP65 creates drawing data in the first layer L1 of the frame buffer 69 to display the normal hold pattern and the preview hold pattern on the display screen G of the symbol display device 36.

[0417] As shown in FIG. 36(A), based on the variation start command transmitted from the MPU52, the MPU62 starts the variation display of the plurality of symbol columns Z1 to Z3 (see FIG. 3) displayed on the display screen G of the symbol display device 36, thereby transitioning to the high-speed variation period. During this high-speed variation period, the MPU62 starts the variation display of the symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of FIG. 36, the MPU62 starts the variation display based on the variation start command related to the normal hold information newly stored in the execution area SAE by executing the hold shift process.

[0418] Thereafter, based on the stop result command transmitted from the MPU52, the MPU62 notifies the result of the win / loss lottery by stopping and displaying various symbol combinations on the valid line L as the stop result (not shown). In this reference embodiment, as shown in FIG. 36(B), the VDP65 displays the plurality of symbol columns Z1 to Z3 on the display screen G of the symbol display device 36 by creating drawing data in the first layer L1 of the frame buffer 69.

[0419] Also, the MPU 52 determines whether the sub-side hold information shifted to the storage area of the sub-side hold area in step S3005 is the advance hold information. If it is determined in step S3005 that it is the advance hold information, then in step S3006, the advance hold performance determination process is executed, and in step S3007, the advance hold performance command is set. Then, based on the advance hold performance command transmitted from the MPU 52, the MPU 62 causes the performance for digesting the advance hold to be displayed on the display screen G of the symbol display device 36 and executes it. Specifically, as shown in FIG. 36(A), the MPU 62 causes the symbol display device 36 to display a character of an angel holding a signboard with the character "strange" flying around the entire display screen G, thereby causing the preview performance to be displayed on the display screen G of the symbol display device 36 and executing it. This preview performance uses the performance of the game turn based on the hold (in the example of FIG. 36, the hold related to the normal hold symbol placed on the execution pedestal AB and on the pedestal B11) that is digested before that hold, thereby notifying the player of the expectancy of that hold (in the example of FIG. 36, the hold related to the advance hold symbol placed on the pedestal B12). Here, as shown in FIG. 36(D), the VDP 65 creates drawing data in the third layer L3 of the frame buffer 69, thereby displaying the preview performance on the display screen G of the symbol display device 36.

[0420] Also, in the example of FIG. 36, after it is specified that the advance hold information is stored in the third area SRa3 of the first sub-side hold area SRa, since the MPU 62 has received the first advance hold performance command, the cumulative time of the display duration included in this advance hold performance command is "0". Therefore, as shown in FIGS. 36(A) and (D), the MPU 62 causes the character of the angel to fly with the upper right position of the display screen G as the flight start position.

[0421] In the example of FIG. 36, since MPU62 is not executing the effect for digesting the special hold, VDP65 does not create drawing data in the second layer L2 of frame buffer 69 as shown in FIG. 36(C).

[0422] <Regarding the flow when digesting the normal hold after the occurrence of the preview effect> FIG. 37 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when the second hold shift process is executed after it is specified that the preview hold information is stored in the third area of the first sub-side hold area. Specifically, FIG. 37(A) is a diagram showing the display screen G of the symbol display device 36. Also, FIG. 37(B) is a diagram showing the first layer L1 of the frame buffer 69, FIG. 37(C) is a diagram showing the second layer L2 of the frame buffer 69, and FIG. 37(D) is a diagram showing the third layer L3 of the frame buffer 69.

[0423] Based on the hold display shift time command transmitted from MPU52, MPU62 executes the shift of the normal hold, preview hold, and special hold to be displayed on the display screen G of the symbol display device 36. Specifically, as shown in FIG. 37(A), based on the hold display shift time command transmitted from MPU52, MPU62 shifts and places the white sphere symbol, which is the normal hold symbol placed on pedestal B11, onto execution pedestal AB, and shifts and places the blinking white sphere symbol, which is the preview hold symbol placed on pedestal B12, onto pedestal B11. Here, as shown in FIG. 37(B), VDP65 creates drawing data in the first layer L1 of frame buffer 69 to display the normal hold symbol and the preview hold symbol on the display screen G of the symbol display device 36.

[0424] As shown in Fig. 37(A), based on the variation start command transmitted from the MPU52, the MPU62 starts the variation display of the plurality of symbol columns Z1 to Z3 (see Fig. 3) displayed on the display screen G of the symbol display device 36, thereby shifting to the high-speed variation period. In this high-speed variation period, the MPU62 starts the variation display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 37, the MPU62 starts the variation display based on the variation start command related to the normal hold information newly stored in the execution area SAE by executing the hold shift process.

[0425] Thereafter, based on the stop result command transmitted from the MPU52, the MPU62 notifies the result of the win / loss lottery by stopping and displaying various symbol combinations on the valid line L as the stop result (not shown). In this reference embodiment, as shown in Fig. 37(B), the VDP65 creates drawing data in the first layer L1 of the frame buffer 69 to display the plurality of symbol columns Z1 to Z3 on the display screen G of the symbol display device 36.

[0426] Also, the MPU52 determines whether the sub-side hold information shifted to the storage area of the sub-side hold area in step S3005 is the notice hold information. If it is determined in step S3005 that it is the notice hold information, then in step S3006, the notice hold effect determination process is executed, and in step S3007, the notice hold effect command is set. Then, based on the notice hold effect command transmitted from the MPU52, the MPU62 executes by displaying an effect for digesting the notice hold on the display screen G of the symbol display device 36. Specifically, as shown in FIG. 37(A), the MPU 62 causes the symbol display device 36 to display an angel character holding a signboard with the character "strange" flying around the entire display screen G, thereby executing a preview effect by displaying it on the display screen G of the symbol display device 36. This preview effect is an effect for digesting a reserved game round based on a reservation (in the example of FIG. 37, the reservation related to the normal reserved symbol placed on the execution pedestal AB) that is digested before that reservation, and notifies the player of the expectancy of that reservation (in the example of FIG. 37, the reservation related to the preview reserved symbol placed on the pedestal B11). Here, as shown in FIG. 37(D), the VDP 65 creates drawing data in the third layer L3 of the frame buffer 69 to display the preview effect on the display screen G of the symbol display device 36.

[0427] Also, in the example of FIG. 37, after the MPU 62 is specified that the preview reservation information is stored in the third area SRa3 of the first sub-side reservation area SRa, and the MPU 62 has received the second preview reservation effect command, the cumulative time of the display duration included in this preview reservatio...

Claims

【Claim 1】 Launching means for launching a game ball toward a game area formed on a game board, Display means arranged corresponding to the game board and capable of executing variable display of a plurality of symbols, Effect execution means capable of executing an effect including a reach display effect in which the variable display is executed in a state where a predetermined number of the symbols are displayed in a predetermined combination on the display means, A gaming machine comprising: This gaming machine, First start ball entry means through which a game ball flowing down the game area can enter, and which serves as an opportunity to execute a predetermined lottery based on the entry of the game ball, Second start ball entry means through which a game ball flowing down the game area can enter, and which serves as an opportunity to execute a specific lottery based on the entry of the game ball, and is different from the first start ball entry means, Retention display means capable of displaying a number of effect retention images corresponding to the number of retentions of the right to the variable display retained up to a predetermined upper limit when a game ball enters at least the first start ball entry means, Comprising: The variable display that can be displayed in the variable display, A first variable display executed on the occasion of a game ball entering the first start ball entry means, Including a second variable display executed on the occasion of a game ball entering the second start ball entry means, This gaming machine, When the result of the specific lottery based on the entry of a game ball into the second start ball entry means is a specific advantageous result rather than when the result of the predetermined lottery based on the entry of a game ball into the first start ball entry means is a predetermined advantageous result, it is configured to more easily generate a specific gaming state advantageous to the player thereafter, The effect execution means is configured to be able to display a predetermined suggestive information image that is not used as the effect retention image in at least a plurality of first variable displays continuously displayed, Based on the entry of a game ball into the second start ball entry means in a predetermined gaming state that can be executed at least after the execution of the specific gaming state, in a situation where the predetermined suggestive information image is displayed with a predetermined display content on the display means, it is configured to be able to execute the display of a specific effect image corresponding to the second variable display overlapping with the predetermined suggestive information image, In a situation where the predetermined suggestive information image is displayed with the predetermined display content on the display means, it is configured to be able to end the display of the specific effect image being executed on the display means, configured such that the display content of the predetermined suggestion information image can change from the predetermined display content to specific display content while the specific effect image is being displayed by the display means; configured such that the predetermined suggestion information image that is displayed overlapping with the second variable display in which the specific effect image is displayed is displayed so as not to interfere with the visual recognition of the predetermined variable display of the symbol in the second variable display; configured such that when a specific condition is satisfied, a special effect image can be displayed following the specific effect image after the display of the specific effect image ends; configured such that when the special effect image is displayed, the value for the player is more likely to be higher than when the special effect image is not displayed after the display of the specific effect image ends; when the predetermined suggestion information image is displayed overlapping with the specific effect image; configured such that the predetermined suggestion information image can be continuously displayed at the position where it was displayed at the start of the display of the specific effect image; A gaming machine characterized in that when ending the display of the specific effect image being executed by the display means, the specific effect image is collectively ended without fading out the specific effect image to end the display.

Citation Information

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