Gaming machine

The gaming machine improves player engagement by incorporating multiple entry points and dynamic display effects, addressing monotony in jackpot-winning scenarios.

JP7711790B2Active Publication Date: 2025-07-23SANYO BUSSAN KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2024045978
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-22
Publication Date
2025-07-23
Estimated Expiration
2039-07-18

AI Technical Summary

Technical Problem

Gaming machines with variable display and lottery systems become monotonous after winning a jackpot, leading to decreased player attention due to repetitive payout mechanisms.

Method used

Incorporating a gaming machine with launching means, displaying means, and effect execution means, including multiple start ball entry points and reserved display means, to enhance game variability through different lottery opportunities and suggestive information displays, ensuring higher player engagement.

Benefits of technology

Enhances player attention and engagement by introducing varied game states and dynamic display effects, making the gaming experience more exciting and interactive.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007711790000001
    Figure 0007711790000001
  • Figure 0007711790000002
    Figure 0007711790000002
  • Figure 0007711790000003
    Figure 0007711790000003
Patent Text Reader

Abstract

To provide a game machine capable of enhancing a player's degree of attention to a game.SOLUTION: A game machine includes a game board. The game board includes: a primary flow path for allowing game balls to enter a variable winning through gate 85 for imparting a primary profit to a player; a tertiary flow path for allowing game balls to enter a lower operation port 26 and an out port 28 for imparting a tertiary profit smaller than the primary profit to a player; and rotary distribution means 82 that has an operation state allowing game balls to flow down to the primary flow path and a non-operation state allowing game balls to flow down to the tertiary flow path, and is changed from the non-operation state to the operation state on the basis of satisfaction of a predetermined operation condition. The primary flow path and the tertiary flow path have mutually different surfaces for forming flow paths in front and rear directions of the game board.SELECTED DRAWING: Figure 74
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine equipped with variable display means for variably displaying a plurality of symbols 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 symbols is started. When the gaming machine wins a jackpot lottery, for example, it finally stops and displays a specific combination of symbols 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 by, for example, shifting a variable winning device to a state where game balls can enter.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, when the gaming machine wins a jackpot lottery, it 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 by shifting a variable winning device to a state where game balls can enter. Therefore, the flow of giving benefits to the player becomes monotonous, and there is a problem that the player's attention to the game decreases.

[0005] An object of the present invention is to provide a gaming machine capable of improving the player's attention to the game.

Means for Solving the Problems

[0006] The gaming machine of the present invention is a gaming machine equipped with a launching means for launching a gaming ball towards a gaming area formed on a gaming board, a displaying means arranged corresponding to the gaming board and capable of executing a variable display of a plurality of symbols, and an effect execution means for executing an effect including a reach display effect in which a variable display is executed with a predetermined number of symbols being displayed in a predetermined combination on the displaying means, and this gaming machine is equipped with a first start ball entry means into which a gaming ball flowing down the gaming area can enter and which serves as an opportunity to execute a predetermined lottery based on the entry of the gaming ball, a second start ball entry means different from the first start ball entry means into which a gaming ball flowing down the gaming area can enter and which serves as an opportunity to execute a specific lottery based on the entry of the gaming ball, and a predetermined upper limit entry means when the gaming ball enters at least the first start ball entry means. and a reserved display means capable of displaying a number of reserved images for effect corresponding to the reserved number of the reserved rights of the variable display that have been reserved up to a number, and the variable displays that can be displayed in the variable display include a first variable display that is executed in response to the entry of a game ball into the first start ball entry means, and a second variable display that is executed in response to the entry of a game ball into the second start ball entry means, and this gaming machine is configured so that a specific gaming state that is advantageous to the player is more likely to occur thereafter when a specific lottery result based on the entry of a game ball into the second start ball entry means results in a specific advantageous result than when a predetermined lottery result based on the entry of a game ball into the first start ball entry means results in a predetermined advantageous result, and in at least a plurality of first variable displays that are displayed consecutively by the performance execution means, Not used as a reserved image for performances A predetermined suggestive information image is displayed. At least executable after execution of a specific gaming state In a situation where a predetermined suggestive information image is displayed on the display means with predetermined display contents based on a ball entering the second start ball entry means in a predetermined game state, the display means is configured to be able to execute the display of a specific performance image corresponding to the second variable display, overlapping with the predetermined suggestive information image, and in a situation where a predetermined condition is established in a situation where the predetermined suggestive information image is displayed on the display means with predetermined display contents, the display means is configured to be able to terminate the display of the specific performance image being executed, and the display contents of the predetermined suggestive information image are configured to change from the predetermined display contents to a specific display content while the display means is executing the display of the specific performance image. , a placeWhen a fixed suggestion information image and a specific effect image are displayed on the display means, they are drawn and displayed so that their display priorities are different. When a predetermined suggestion information image is displayed overlapping with the specific effect image, the display of the predetermined suggestion information image can be maintained for a predetermined period.

Advantages of the Invention

[0007] According to the present invention, the gaming machine can improve the player's attention to the game.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76

Figure 77

Figure 78

Figure 79

Figure 80

Figure 81

Figure 82

Figure 83

Figure 84

Figure 85

Figure 86

Figure 87

Figure 88

Figure 89

Figure 90

Figure 91

Figure 92

Figure 93

Figure 94

Figure 95

Figure 96

Figure 97

Figure 98

Figure 99

Figure 100

Figure 101

Figure 102

Figure 103

Figure 104

Figure 105

Embodiments 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 type 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 game 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 a 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 a 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 a support side.

[0011] Note that the game machine main body 12 includes a locking device (not shown) provided at the rotating tip portion thereof. This locking device has a function of setting the game 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 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 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 provided around the window portion 122, and speakers 125 provided on both the left and right sides of the display lamp portion 124 and outputting sound effects according to the game 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 a payout device 48 (see FIG. 4) provided in the back pack unit and guiding them to the game ball launching mechanism 49 (see FIG. 4) side 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 includes 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 a player of the pachinko machine 1, it launches game balls from a game ball launching mechanism 49 provided below the inner frame toward a game area provided above the inner frame. By changing the rotation operation amount of the launch handle 16, the launch intensity of the game balls 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 above-described 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. This game area can be visually recognized from the front almost entirely through the window portion 122. The inner rail portion 21 and the outer rail portion 22 constitute a guide rail 23 for guiding the game balls into the game area. This guide rail 23 guides the game balls launched from the game ball launching mechanism 49 when the player rotates the launch handle 16 to the upper part of the game area.

[0016] The exit portion of the guide rail 23 is arranged at one side portion of the game area and is formed so as to face the upper center of the game area. For this reason, the arrival position of the game balls in the upper part of the game area shifts from the side where the exit portion of the guide rail 23 is formed to the opposite side as the rotation operation amount of the launch handle 16 by the player increases. In this reference embodiment, the exit portion of the guide rail 23 is provided at the left side portion of the game area.

[0017] The game board 2 has a plurality of large and small openings penetrating in the front-rear direction formed in the game area by router processing. The game board 2 also has a general winning opening 24, an upper operation opening (first starting ball entry portion) 25, a lower operation opening (second starting ball entry portion) 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 and various members (effect devices) such as windmills planted in the game area in order to appropriately disperse or adjust the falling direction of the game balls.

[0018] Each of the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the various winning openings of the variable winning device 27 is provided with detection sensors 301 to 304 (see FIG. 4) for detecting the entry of a 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 operating opening 25 is provided with the detection sensor 302, the lower operating 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. Note that the detection sensors 301 to 304 may be of any type as long as they can individually detect the winning of a game ball. For example, an electromagnetic induction type proximity sensor or the like can be employed.

[0019] Specifically, when a game ball enters the general winning opening 24, the pachinko machine 1 executes the payout of 10 prize balls. When a game ball enters the upper operating opening 25 and when a game ball enters the lower operating opening 26, the pachinko machine 1 executes the payout of 3 prize balls. When a game ball enters the variable winning device 27, the pachinko machine 1 executes the payout of 15 prize balls. Note that the number of these prize balls is arbitrary, and for example, the number of prize balls for each of the operating openings 25 and 26 may be made 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 or 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, the pachinko machine 1 does not execute the payout of prize balls, unlike when a game ball enters various winning openings.

[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 port 28, the entry of a game ball into various winning openings is also expressed as a win. Also, 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 operating port 25 and the lower operating port 26 are unitized as an operating port device and installed on the game board 2. Each of the operating ports 25 and 26 opens upward together to enable a game ball flowing down in the game area to enter, and they are arranged side by side in the vertical direction with the upper operating port 25 disposed above and the lower operating port 26 disposed below. The lower operating port 26 has an electric device 261 as a guide piece (support piece) constituted by a pair of left and right movable pieces.

[0024] The electric device 261 is connected to an electric device drive unit 262 mounted on the back side of the game board 2. This electric device 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 device drive unit 262. The closed state is a state in which the lower operating port 26 is closed by bringing the upper end of the electric device 261 closer in the left - right direction. The open state is a state in which the lower operating port 26 is opened by separating the upper end of the electric device 261 in the left - right direction.

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

[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 the lower operation port 26 (a state where the entry of the game ball is possible, different from the closed state) and a state where it is easy for the game ball to win the lower operation port 26, instead of the above-described closed state and open state. Also, the lower operation port 26 may be configured to perform such switching not by the setting of the electric accessory 261 but by the 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 port 271 that opens upward to allow a game ball flowing down in the game area to enter, an opening / closing door 272 for opening and closing the large winning port 271, and a variable winning drive unit 273 for driving the opening / closing door 272. Note that the player can direct the game ball to the variable winning device 27 while avoiding the variable display unit 33 and the like by hitting the ball to the right with the maximum rotation operation amount of the firing handle 16 and shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guiding rail 23 is formed to the opposite side.

[0028] Here, the game board 2 is provided with a cover 29 that covers the front side of the variable winning device 27. This cover 29 includes a transparent panel 291 formed to be transparent (or translucent) 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 to be opaque. 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 big winning opening 271 is provided in an opening formed in the game area so as to penetrate in the front-rear direction by being router-processed. This big winning opening 271 is provided with a detection sensor 304 that detects the entry of a game ball as described above. The pachinko machine 1 executes the payout of a predetermined number of prize balls based on the detection result.

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

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

[0032] The main display device 32 has a main display unit 34 and a device display unit 35, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner and a dot display. 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 is visible from the front of the pachinko machine 1 through the window panel 123. Further, the distance between the main display device 32 and the window panel 123 is narrower than the size of one game ball. Accordingly, the pachinko machine 1 prevents the game balls from falling between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents the game balls from falling in front of the main display device 32.

[0033] The main display unit 34 includes a first result display unit 341 for displaying the result of an internal lottery performed based on winning at the upper operation port 25, and a second result display unit 342 for displaying the result of an internal lottery performed based on winning at the lower operation port 26 (see FIG. 4). Note that the main display unit 34 may further include a round display unit for specifying the number of round games in the open / close execution mode when the open / close execution mode is entered (or when the open / close execution mode will be entered).

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

[0035] The game device display unit 35 executes a variable display of patterns triggered by winning in each through gate 31, and as a result of stopping the variable display, displays the result of an internal lottery conducted based on winning in each through gate 31. When the result of the internal lottery is a result corresponding to a transition to an electrically operated release state, the game device display unit 35 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the electrically operated release state. In this electrically operated release state, the electric game device 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 game device display unit 35 are configured by segment displays, but the present invention is not limited to this, 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 patterns to be variably displayed on the main display unit 34 and the game device 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) a symbol that is one 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 the window panel 123 provided on the front surface side thereof. Thereby, the pachinko machine 1 is configured to prevent the game ball from falling in front of the display screen G of the symbol display device 36 and to prevent inconvenience such as a decrease in the visibility of the display screen G due to the falling of the game ball.

[0038] The symbol display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 36 starts 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 section 341 of the main display section 34 and when the variable display is executed at the second result display section 342 of the main display section 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 section 371 provided in the lower left region of the symbol display device 36, a second hold lamp section 372 provided in the lower right region of the symbol display device 36, and a third hold lamp section 373 provided in the upper region of the symbol display device 36.

[0040] The first hold lamp section 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 balls. This first hold lamp section 371 can hold up to 4 game balls, and corresponds to the variable display of the first result display section 341 and the symbol display device 36. The second hold lamp section 372 is a part that displays the number of held game balls that have won at the lower operation port 26, and lights up according to the number of held balls. This second hold lamp section 372 can hold up to 4 game balls, and corresponds to the variable display of the second result display section 342 and the symbol display device 36. The third hold lamp section 373 is a part that displays the number of held game balls that have won at each through gate 31, and lights up according to the number of held balls. This third hold lamp section 373 can hold up to 4 game balls, and corresponds to the variable display of the accessory display section 35. Note that each hold lamp section 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] FIG. 3 is a diagram showing the display screen of the symbol display device. As shown in FIG. 3, the display screen G of the symbol display device 36 is partitioned 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 configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, and with "1" following "8". In FIG. 3, the center line of each display area is indicated by a dashed line.

[0042] Based on winning at the upper operation port 25 or the lower operation port 26, the symbol display device 36 starts the variable display of symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction (upward in this reference embodiment), thereby executing 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 round means the period from when variable display is started by the main display unit 34 and the symbol display device 36 based on winning at each operation port 25, 26 until a predetermined stop result is displayed.

[0043] Note that the mode of variable display of symbols in the symbol display device 36 is not limited to this and is arbitrary. For example, the number of columns of symbol columns, the scrolling 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 combining 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. Further, 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 controls the main game (main control), and a power failure monitoring board 45 that monitors the power supply. The main control device 4 includes a board box that houses the main control board 41 and the like. This board box may be provided with a trace means that leaves 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, the 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 the case bodies are separated is provided, or a seal that leaves a trace of being peeled off because the adhesive layer remains on the adhesion target when peeled off is pasted so as to straddle the boundary between the plurality of case bodies. A configuration or the like can be adopted. Further, 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 the MPU 42. Here, the MPU 42 is an element in which 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 addition to the ROM 43 and the RAM 44. In this reference embodiment, the ROM 43 and the RAM 44 are formed as one chip with respect to the MPU 42, but they may be formed as individual chips. 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 memory 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 memory 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 / light emission control device 5. Also, 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 prize drive unit 273 that opens and closes the opening / closing door 272 of the variable prize device 27, a main display unit 34, and a display unit for actuators 35.

[0049] Note that 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 power-off release state, 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 the winning at each operation port 25, 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 the 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 the 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, the power supply and emission control device 47 generates the necessary operating power for the main control board 41, the payout control device 46, etc. based on the external power supplied from the commercial power supply, and supplies the generated operating power. Note that the power supply and emission control device 47 is provided with a power supply unit for power failure such as a backup capacitor. This power supply unit for power failure supplies the power for storage retention to the RAM 44 of the main control device 4 even during a power failure when the power supply to the pachinko machine 1 is cut off.

[0053] In addition, 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 feeding device that supplies the game balls stored in the upper tray 141 onto the emission rail, and a solenoid which is an electric actuator that emits the game balls supplied onto the emission rail toward the guide rail 23. When predetermined emission conditions are met, 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 executes 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 the jackpot when the jackpot occurs, and uses the reach random number counter C3 for the lottery of whether to generate a reach display. Also, 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. Further, 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 of the counters C1 to C3, CINI, CS, and C4 is provided in various counter areas 441 (see FIG. 4) of the RAM 44.

[0055] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that 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 a held 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 in 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 in each through gate 31.

[0056] The held 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 holding area Ra for the first result display unit provided as the first acquired information storage means includes four storage areas: a first area Ra1 to a 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 a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as holding 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 multiple times, the MPU 42 stores the holding 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] As described above, since the holding 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 holding 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 holding area Rb for the second result display unit provided as the second acquired information storage means includes four storage areas: a first area Rb1 to a 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 a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as holding 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 multiple times, the MPU 42 stores the holding 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 balls. Further, the holding area Rb for the second result display section has a storage area for writing the number of held balls stored in each of the areas Rb1 to Rb4. Note that the number of held balls related to the lower operation port 26 is not limited to four and may be arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

[0061] The execution area AE is an area for moving the held information stored in the storage area of the holding area Ra for the first result display section or the holding 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 holding area 443 has four storage areas, similar to the holding area Ra for the first result display section and the holding 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 balls. Note that the number of held balls related to each through gate 31 is not limited to four and may be arbitrary, and may be other plural numbers such as two, three, or five or more, or 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 holding 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 device release counter C4 stored in the electric device reserved area 443, the MPU 42 performs a lottery (electric device release lottery) on whether to set the electric device 261 of the lower operation port 26 to the electric device 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 device 261 to the open state. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) with a relatively low frequency of setting the electric device 261 to the open state and a high-frequency support mode (high-frequency guide state) with a relatively high frequency of setting the electric device 261 to the open state.

[0065] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric device release state in the electric device 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 device release state, the number of times of setting the electric device 261 to the open state is more, and the release time for each time of setting the electric device 261 to the open state is also longer. Also, in the high-frequency support mode, the closing time for setting the electric device 261 to the closed state between each release in one electric device release state is shorter than the release time. Furthermore, compared with the low-frequency support mode, the high-frequency support mode has a shorter guaranteed time (the continuous time of one change display on the device display unit 35) as the minimum time guaranteed to wait from the end of the electric device release lottery to the next electric device release lottery.

[0066] Therefore, in the high-frequency support mode, the game ball is more likely to win the lower operation port 26 compared to the low-frequency support mode. In other words, in the low-frequency support mode, the player rotates the firing handle 16 with a medium amount of rotation and hits the ball to the left, shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guiding rail 23 is formed towards the central part, thereby increasing the probability of winning the upper operation port 25 rather than the lower operation port 26. Also, in the high-frequency support mode, the player rotates the firing handle 16 with the maximum amount of rotation and hits the ball to the right, shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of the guiding rail 23 is formed towards the opposite side, thereby increasing the probability of winning the lower operation port 26 rather than the upper operation port 25. When the winning of the lower operation 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 makes it easy for the game ball to enter the upper operation port 25 and difficult for the game ball to enter the lower operation port 26, and a right hitting route (second path) that makes it easy for the game ball to enter the lower operation port 26 and difficult for the game ball to enter the upper operation port 25.

[0068] Note that the configurations of the low-frequency support mode and the high-frequency support mode are not limited thereto. For example, the high-frequency support mode may be configured such that the probability of winning the electric accessory release state in the electric accessory release lottery is higher than that of the low-frequency support mode. Further, for example, a plurality of types of reservation times are prepared, and the high-frequency support mode may be configured such that a shorter reservation time is more likely to be selected as compared with the low-frequency support mode, or may be configured such that the average of the selected reservation times is shortened. 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 such that the frequency of setting the electric accessory 261 to the open state is relatively higher than that of 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. Further, each time the jackpot random number counter C1 makes one loop, it reads the value of the random number initial value counter CINI at that time as the initial value. 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 held 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 unit held 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 unit held 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 held ball storage area 442.

[0071] FIG. 6 is a diagram showing a hit / miss table that stores the values of random numbers selected for jackpot occurrence. Among the values of the jackpot random number counter C1, the values of the random numbers selected for jackpot occurrence 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 be selected for jackpot occurrence and a high-probability mode (high-probability state) in which it is easy to be selected for jackpot occurrence. 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 jackpot occurrence 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 jackpot occurrence, such as "jackpot win", "special loss result", and "ordinary loss result". Specifically, in a game state where the hit / miss table for the low-probability mode is referred to in the lottery for jackpot occurrence, as shown in FIG. 6(a), there are two values of random numbers that result in "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 jackpot occurrence, as shown in FIG. 6(b), there are 21 values of random numbers that result in "jackpot win". Here, the values of the random numbers that result in "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 "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 misses and do not result in winning the jackpot. Here, as described above, the pachinko machine 1 has two types of miss results: "special miss result (small win result)" and "normal miss result". These miss results are common in that neither of them triggers a transition to a pass / fail lottery mode or a support mode. However, the "special miss result" triggers a transition to the opening / closing execution mode, while the "normal miss 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 held 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 hold area Ra for the first result display section 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 hold area Rb for the second result display section 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 held 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 destination of the jackpot type. As shown in FIG. 7, the values of the random numbers related to the distribution destination of the jackpot type 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 at 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 at the lower operation port 26. As shown in Fig. 7(b), the second allocation table has two allocation results, namely, "low-probability result" and "most favorable result", as the allocation destinations. 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 differences in at least one of the following conditions (1) to (3). (1) The win / loss lottery mode after the opening / closing execution mode ends (2) The support mode after the opening / closing execution mode ends (3) The mode of opening / closing control of the variable winning device 27 in the opening / closing execution mode

[0081] First, the differences in the win / loss lottery mode of (1) will be explained. The "low-probability result" is an allocation result in which the win / loss lottery mode is set to the low-probability mode after the opening / closing execution mode ends regardless of the win / loss lottery mode before the opening / closing execution mode ends. This low-probability mode continues until at least a "big win" occurs 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 opening / closing execution mode ends regardless of the win / loss lottery mode before the opening / closing execution mode ends. This high-probability mode continues until at least a "big win" occurs in the win / loss lottery.

[0082] Next, the differences in the support mode of (2) will be explained. The "low-probability result" is an allocation result in which the support mode is set to the high-frequency support mode after the opening / closing execution mode ends regardless of the support mode before the opening / closing execution mode ends. This high-frequency support mode shifts to the low-frequency support mode when the number of game rounds reaches the end reference number of times (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 advantageous 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 differences in the opening / closing control modes 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 having 1 added 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 non-winning result" occurs without a "big win" in the win / loss lottery. Specifically, when the MPU 42 results in a "normal miss outcome" 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 the lottery determines to generate a reach display, the MPU 42 generates the reach display. The reach table is a table that stores the values of random numbers related to the generation of the reach display and is stored in the reach table storage area 433 (see FIG. 4) of the ROM 43.

[0087] Here, when a "big win" occurs in the win / loss lottery and the outcome 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-numbered or even-numbered digits on the valid line L as the stop result. When a "big win" occurs in the win / loss lottery and the outcome 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-numbered digits on the valid line L as the stop result. Further, when a "big win" occurs in the win / loss lottery and the outcome 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 digits from each other that are not selected when a "normal miss outcome" 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 having the same number is finally stopped and displayed (when winning a big win in the win / loss lottery and being allocated to the "most advantageous result" or "low probability result" in the distribution 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 a big win 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 distribution lottery, or when becoming a "special loss result" without winning a big win in the win / loss lottery).

[0089] The mode of the reach display is to stop and display a part of the symbol columns (for example, symbol columns Z1 and Z3) among the plurality of symbol columns Z1 to Z3 displayed on the display screen G of the symbol display device 36 on the effective line L, display a combination of the same symbols to suggest a stop result, and variably display 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 a big win in the win / loss lottery and has been allocated to the "low probability result" or "most advantageous result" in the distribution lottery after the variable display is started by the symbol display device 36 and before a predetermined stop result is displayed.

[0090] Note that the mode of the reach display is not limited to this, and after stopping and displaying a part 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. Also, 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 win" 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 the player wins a "big win" in the win / loss lottery, when the player gets a "special loss result" without winning a "big win" in the win / loss lottery, or when the player gets a "normal loss result" without winning a "big win" 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 or not to generate the reach display is executed by the main control device 4, while the lottery for whether or not 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 variably displayed, when a part of the symbol columns (for example, the symbol column Z1) is stopped and displayed on the effective line L and then the plurality of symbol columns (for example, the symbol columns Z2, Z3) are variably displayed, or when a reach display is being generated, a predetermined character or the like is displayed on the display screen G as a video. This preview display occurs in both cases where a reach display is generated and 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 each time it is updated, it is stored in the lottery counter buffer. 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 the 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 reaches 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 reaches 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 the winning process for the through gate. In this winning process for the through gate, 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 voice and light control device 5. Note that the voice and light control device 5 lights the third hold lamp unit 373 based on the command transmitted from the MPU 42. Also, 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 by the number corresponding to this number of held balls.

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

[0102] <Winning Process for 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 (start 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 this number of held balls as the first start hold memory 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 at the upper operating port 25, in step S203, it determines whether a detection sensor 303 corresponding to the lower operating port 26 has detected the winning of a game ball, thereby determining whether a game ball has won (start winning) at the lower operating port 26. When the MPU 42 determines in step S203 that no game ball has won at the lower operating port 26, it ends the winning process for the operating port. Also, when the MPU 42 determines in step S203 that a game ball has won at the lower operating port 26, in step S204, it grasps the number of holds stored in the hold area Rb for the second result display unit, and sets that number of holds as the second start hold memory number RbN in a predetermined storage area in the hold area Rb for the second result display unit. After that, the MPU 42 executes the processes after step S205.

[0105] After executing the process of step S202 or step S204, in step S205, the MPU 42 determines 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 winning process for the operating port. Also, when the MPU 42 determines in step S205 that the start hold memory number N is less than the upper limit value, in step S206, it updates by adding 1 to the value of the start hold memory number N.

[0106] In step S207, the MPU 42 stores, as hold information, the set of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt process in the first storage area among the free storage areas of the hold area for the result display unit, that is, the storage 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 among the free memory areas 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 among the free memory areas 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 occurrence command for recognizing that hold information has been stored in the memory area of the first result display unit hold area Ra, and transmits the set first hold occurrence command to the audio-visual 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-visual 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-visual 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 holds.

[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-visual 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-visual 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-visual 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-visual 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 holds.

[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 with 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 operating 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 is determined 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 is determined 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 update and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM44. Note that when the MPU42 reaches the maximum value when adding 1 to the previous value of the variation type counter CS, it resets the value of the variation type counter CS to 0 and clears it.

[0114] In step S303, the MPU42 executes game round control processing for advancing the game round. In the game round control processing, the MPU42 executes a win / loss lottery and a distribution lottery, and also executes determination of information related to the symbol finally stopped and displayed on the symbol display device 36 and determination of information related to the symbol finally stopped and displayed on the main display unit 34. In step S304, the MPU 42 executes a game state transition process for shifting the game state. In the game state transition process, the MPU 42 executes the transition processes to the respective game states such as the open / close execution mode, the high probability mode, and the 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 being started 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 the 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 at which the process in step S305 is repeatedly executed 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. 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 is started 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 processing for electric device support for executing drive control of the electric device 261 provided in the lower operation port 26. In this processing for electric device support, 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 hold area 443 of the RAM 44, and when winning the electric device release lottery, executes opening / closing processing 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 to 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, when predetermined launch conditions are satisfied, the power supply / launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 to launch the game ball.

[0119] In step S308, the MPU 42 determines whether a power 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 confirming the occurrence of a power failure. Note that this power failure flag is cleared when the next main processing 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 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 there is no remaining time, 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. If the MPU 42 determines in step S402 that 1 second has not elapsed, it repeatedly executes the process of step S402. Also, if 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, if 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 the RAM erase switch (not shown) provided in the power supply and transmission control device 47 is on or not. If the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processing 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 processing 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 failure processing) of the normal processing. 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 processing 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, in the power-off processing, a keyword is written in a predetermined area of the RAM 44, 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 processing.

[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 processing after step S409. Specifically, in step S409, the MPU 42 clears the work 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. Further, when the pachinko machine 1 has not confirmed 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 processing 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 audio-visual control device 5), and in step S412, the MPU 42 permits the occurrence of timer interrupt processing and shifts to the above-described normal processing. Note that the sub-control board recognizes that the communication with the main control board 41 is normally performed and executes its own initialization by receiving the initial command transmitted in step S411.

[0134] <Game Round Control Processing> FIG. 12 is a diagram showing a flowchart of the game round control processing. 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 flag during opening / closing execution mode stored in the RAM 44. The same applies to the following respective processes. The MPU 42 sets the flag during opening / closing execution mode when shifting to the opening / closing execution mode, and clears the flag during opening / closing execution mode when ending the opening / closing execution mode.

[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 hold information stored in the hold area Ra for the first result display unit or the hold area Rb for the second result display unit for use in consuming the game turns. Thereafter, 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 processing. 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 hold storage number RbN in the hold area Rb for the second result display unit set in step S204 of the winning process for the operation port is not more than "0". When the MPU 42 determines in step S601 that the second start hold 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 hold 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 has the data setting processing for the first result display unit for setting the hold information stored in the hold 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 hold information stored in the hold 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 in the lower operation port 26, the MPU 42 preferentially sets the hold information stored in the hold area Rb for the second result display unit for digestion of the game turn 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 in the upper operation port 25.

[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 specifying 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 a first shift-time command for causing recognition of having executed the shift of the hold information. 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 causing the audio-visual control device 5 to 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 toward the first area Rb1. 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 a game ball into the lower operation port 26, the second result display unit 342 starts a variable display.

[0145] In step S611, the MPU 42 sets a second shift-time command for causing recognition of the execution of the shift of the hold information. 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-visual control device 5. This second shift-time command includes information for causing the audio-visual control device 5 to recognize that the shift of the hold information has been executed for the hold information stored in the second result display unit hold area Rb based on the winning of a game ball into the lower operation port 26. Note that based on the second shift-time command transmitted from the MPU 42, the audio-visual control device 5 changes the lighting state of the second hold lamp unit 372 and executes a predetermined process. This process will be described in detail later. Specifically, the audio-visual 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 pass / fail lottery mode is the high probability mode or not. If the MPU 42 determines in step S701 that the pass / fail lottery mode is not the high probability mode, then in step S702, it reads out the pass / fail table for the low probability mode (see FIG. 6(a)) from the pass / fail table storage area 431 of the ROM 43. If the MPU 42 determines in step S701 that the pass / fail lottery mode is the high probability mode, then in step S703, it reads out the pass / fail table for the high probability mode (see FIG. 6(b)) from the pass / fail table storage area 431 of the ROM 43.

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

[0148] In step S705, the MPU 42 determines whether the pass / fail result determined in step S704 is "jackpot win" or not. If the MPU 42 determines in step S705 that the pass / fail result is "jackpot win", it executes the processes after step S706. If the MPU 42 determines in step S705 that the pass / fail 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 pass / fail result is "jackpot win" (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 MPU42 determines in step S706 that the second result display unit flag is not set in the RAM44, 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. Therefore, in step S707, the first distribution table (see FIG. 7(a)) is read from the distribution table storage area 432 of the ROM43. On the other hand, when the MPU42 determines in step S706 that the second result display unit flag is set in the RAM44, it indicates that the variable display is started on the second result display unit 342 based on the winning of the game ball into the lower operation port 26. Therefore, in step S708, the second distribution table (see FIG. 7(b)) is read from the distribution table storage area 432 of the ROM43.

[0151] After executing the process of step S707 or step S708, the MPU42 executes a distribution determination process in step S709. In this distribution determination process, the MPU42 determines the result of the distribution lottery (distribution result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the distribution table read in step S707 or step S708.

[0152] In step S710, the MPU42 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU42 determines the information related to the pattern to be finally 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 distribution result determined in step S709, and stores the determined information in the RAM44. Here, the MPU42 determines the information related to the pattern to be finally stopped and displayed on the main display unit 34 by comparing the distribution result determined in step S709 with the stop result table for the jackpot result stored in advance in the ROM43. This stop result table for the jackpot result defines the modes of the patterns to be stopped and displayed on the main display unit 34 to be different for each distribution 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 determines that the distribution result is a "low probability result", it sets the low probability result flag; when it determines 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 determines that the result is an "explicit few-round high probability result", it sets the explicit few-round high probability result flag; and when it determines that the result is the "most favorable result", it sets the most favorable result flag. Thereafter, the MPU 42 executes the processes after step S716. Note that in each of the following processes, the MPU 42 executes the determination of the distribution result by referring to these flags.

[0154] Next, the process when it is determined in step S705 by the MPU 42 that the win / loss result is not a "big win" (the processes 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 processes after step S713; if it determines in step S712 that the win / loss result is not a "special loss result", it executes the processes 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 the normal deviation result. In this stop result setting process for the 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 the normal deviation result stored in advance in the ROM 43. The pattern modes set in this stop result table for the normal deviation result are different from the pattern modes set in the stop result table for the jackpot result and the stop result table for the special deviation result.

[0157] After executing any one of the processes in step S711, step S714, and step S715, the MPU 42 executes a setting process for the display duration (display continuation period) in step S716. In the setting process for the display duration, 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. As described above, the MPU 42 executes the reach draw lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the hold ball storage area 442.

[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, determines 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, determines 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 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 and 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-visual control device 5. Note that the audio-visual control device 5 executes a predetermined process based on the variable command and the type command transmitted from the MPU 42. This process will be described in detail later.

[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 and the display duration determined by referring to the reach non-occurrence display duration table are different from each other. Therefore, even if the information on whether or not a reach display occurs is not included in the variable command, it is possible for the audio-visual 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 information related to the pass / fail result. In other words, the type command includes, as information related to the pass / fail result, each piece of information related to "big win", "special loss result", and "ordinary loss result". The type command also includes information related to the allocation result. In other words, the type command includes, as information related to the allocation result, each piece of 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 allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0165] In step S718, the MPU 42 determines whether or not the second result display unit flag is set in the RAM 44, and based on the determination result, starts a variable display on the main display unit 34. Then, 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 a variable display is to be started on the first result display unit 341 based on the winning of a game ball into the upper operation port 25 during the progress of the game round, a 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 in the lower operation port 26, it indicates to start 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 variable display. If it is determined that the main display unit 34 is in variable display, 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, the variable display process is executed. In this variable display process, the MPU 42 updates the display of the main display unit 34 during 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 will finally be stopped and displayed on the main display unit 34) in any one of the processes of steps S710, S713, and 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 that the pattern corresponding to this identified information is displayed on the main display unit 34 during the variation display.

[0170] Here, the pattern that will finally be stopped and displayed on the main display unit 34 differs for each type of game result. Therefore, the manager of the game parlor 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 manager of the game parlor or the like can easily confirm whether 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. Also, 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 to be stopped and displayed on the main display unit 34 is less recognizable to the player compared to the symbol columns Z1 to Z3 to be 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 they have won the jackpot or not 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. The MPU 42 transmits the variation end command set in step S509 to the audio-visual control device 5 in step S301 of the normal process. 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 miss 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 (when the pass / fail result is determined to be a "normal miss result"), it ends the game state transition process.

[0175] In step S804, the MPU42 determines whether the pass / fail result is a "special miss result". If the MPU42 determines in step S804 that the pass / fail result is a "special miss 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 large winning opening 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 miss result", that is, when the pass / fail result is determined to be a "big win selection", in step S806, it determines whether the allocation result is a few-round high-probability result ("non-explicit few-round high-probability result" or "explicit few-round high-probability result").

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

[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 win / loss result is "big win winning" and an opening / closing number regulation mode that shifts when the win / loss 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 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 per 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 continuation time (upper limit continuation 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, and 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. After that, the MPU 42 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the 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 when it is determined in step S801 that the MPU 42 is in the opening / closing execution mode (processing after step S811) 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 when it is determined in step S901 by the MPU 42 that the big winning opening 271 is not open (processing after step S902) 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, in step S903, it determines 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" to the winning counter PC provided in the various counter areas 441 of the RAM 44, and in step S1003, it sets "85" to 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" to 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" to 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 win / loss 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 back to the closed state 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. Further, 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 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 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 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 the big winning opening 271 and the launching cycle of the game balls (more precisely, shorter than the launching cycle of the game balls), it is difficult to make a game ball win the big winning opening 271. Note that depending on the timing, it is possible to make about 1 game ball win the big winning opening 271.

[0197] Returning to the explanation of the big winning opening opening / closing process, the process 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. Further, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the audio-visual control device 5. Thereafter, the MPU 42 ends the big winning opening opening / closing process. Note that the audio-visual 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 (the process 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 the value of the winning counter PC by subtracting 1.

[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 MPU42 determines in step S909 that the value of the winning counter PC is "0" or less, in step S910, it executes the closing execution process. In this closing execution process, the MPU42 sets the opening / closing door 272 to the closed state by executing the drive control of the variable winning drive unit 273.

[0203] In step S911, the MPU42 sets a closing command. In step S301 of the normal process, the MPU42 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 MPU42 and executes a predetermined process.

[0204] In step S912, the MPU42 determines whether the pass / fail result is a "special miss result". When the MPU42 determines in step S912 that the pass / fail result is a "special miss result", it executes the processes after step S923, which will be described later.

[0205] On the other hand, when the MPU42 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 MPU42 updates the value of the round counter RC by subtracting 1 from it.

[0206] In step S914, the MPU42 determines whether the value of the round counter RC is "0" or less. When the MPU42 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 MPU42 ends the big 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 second. This opening standby time is the same regardless of the type and progress status of the opening / closing execution mode.

[0208] On the other hand, when the MPU 42 determines in step S914 that the value of the round counter RC is "0" or less, it executes the processing 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 seconds. 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 slightly differ 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 differ significantly 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. Then, the MPU 42 ends the big winning opening / closing process. Note that the voice 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 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.

[0214] In step S922, the MPU 42 determines whether 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 (processing after step S923) 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 by subtracting 1 from the value of the open / close counter SOC.

[0216] In step S924, the MPU 42 determines whether the value of the open / close counter SOC is "0" or less. If 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, if 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 the value of the open / close counter SOC is "0" or less and whether the value of the round counter RC is "0" or less.

[0218] If 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, if 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 the value of the timer counter T is "0" or less.

[0219] If 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 flag during the opening / closing execution mode stored in the RAM 44, the MPU 42 executes the transition process at the end of the opening / closing execution mode. After that, the MPU 42 ends the game state transition process. Hereinafter, the transition process at the end of the opening / closing 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 opening / closing execution mode. In the transition process at the end of the opening / closing 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 advantageous result" or the "explicitly few-round high-probability result".

[0221] If the MPU 42 determines in step S1101 that the allocation result is the "most advantageous result" or the "explicitly few-round 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 advantageous result" or the "explicitly few-round high-probability result", the MPU 42 executes the processes after step S1105.

[0222] First, the process (processes after step S1102) when it is determined in step S1101 by the MPU 42 that the allocation result is the "most advantageous result" or the "explicitly few-round high-probability result" 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 until at least a "big win" occurs in the win / loss lottery. After that, 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 (low-probability result flag, non-explicit few-round high-probability result flag, explicit few-round high-probability result flag, and most advantageous result flag) set in the RAM 44 according to the distribution result, as well as 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 distribution 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 distribution result is a "non-explicit few-round high-probability result".

[0227] If the MPU 42 determines in step S1105 that the distribution 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 distribution 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 that the distribution result at the MPU 42 is a "non-explicit few-round high-probability result" (processing after step S1106) will be described. In step S1106, the MPU 42 determines whether the high-frequency support flag is set in the RAM 44.

[0229] If the MPU 42 determines in step S1106 that the high-frequency support flag is set in the RAM 44, it executes the 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 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 until at least a "big win" occurs 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 that the distribution result at the MPU 42 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 MPU 42 clears the high-probability mode flag. Thereby, the MPU 42 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 allocation result becomes other than "low-probability result".

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

[0234] Here, the high-frequency support mode continues until 100 game times, which is the end criterion number of games set in the game count counter, are completed when the high-frequency support flag is set in the RAM 44 and the count limit flag is set. When the MPU 42 has completed 100 game times, the MPU 42 clears the high-frequency support flag and the count limit flag. Thereby, the MPU 42 sets the support mode to the low-frequency support mode. Note that the MPU 42 executes these processes as electric role 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 becomes the "most advantageous result" or the "explicit 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 becomes the "non-explicit few-round high-probability result" while 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 becomes the "non-explicit few-round high-probability result" while 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] Also, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery becomes 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 it does not become a "big win" in the win / loss lottery, 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 shift.

[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 circuit board 51, an MPU 52 mounted on this audio-visual control circuit board 51, and a ROM 53 and a RAM 54 that constitute this 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 program 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. Also, the MPU 52 transmits the commands as a result of analyzing 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 acquired 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 time series in the order of the first area SRa1 → the second area SRa2 → the third area SRa3 → the fourth area SRa4.

[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. Also, 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 acquisition 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 in the areas SRb1 to SRb4 in time series in accordance with the reception of the second reservation generation command as sub-side reservation information. 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 chipified 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.

[0252] The MPU 62 analyzes the commands transmitted from the voice and light control device 5, and based on these commands, performs predetermined arithmetic processing 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 chipified as an IC, it is also called a "drawing chip", and its entity can 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 at each dot of 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 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 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 method 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 RGB color and has a storage capacity of at least 3 bytes in total.

[0259] While 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 method.

[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 emission control device> FIG. 22 is a diagram showing a flowchart of the timer interrupt process executed by the voice and light emission control device. The MPU 52 of the audio-visual 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 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.

[0263] In step S2002, the MPU 52 executes a hold decision process based on the command transmitted from the MPU 42. In the hold decision process, the MPU 52 determines the occurrence of a hold symbol, the shift of the hold symbol, etc. This hold decision process will be described in detail later. In step S2003, the MPU 52 executes a production decision process based on the command transmitted from the MPU 42. In the production decision process, the MPU 52 determines productions for game use, productions for the open / close execution mode, etc. This production decision process will be described in detail later. In step S2004, the MPU 52 executes a production execution process based on the content of the hold decision process in step S2002 and the production decision 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 demo display execution process based on the demo command transmitted from the MPU 42. In the demo display execution process, the MPU 52 executes the demo display when a predetermined start waiting period for demo start (for example, 30 seconds) has elapsed without a new game round starting after the end of the game round. Specifically, in the demo 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 the 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 a hold symbol, the shift of the hold symbol, and the like. 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 that it has received a pending generation command in step S2101, 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 (first shift command or 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. After that, the MPU52 executes the processing from step S2204 onwards.

[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. After that, the MPU52 executes the processing from step S2204 onwards.

[0272] After executing the processing 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 advance hold. In this lottery process for the advance hold, the MPU52 executes a lottery on whether to generate an advance hold. Specifically, the MPU52 executes a lottery on whether to generate an advance hold by using the value of the advance hold generation counter. Note that the advance hold generation counter is provided in various counter areas 542 of the RAM54.

[0274] Here, the advance hold is a hold that executes a preview 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 display that generates a preview effect that notifies the player of the expectation level of the hold by using the production of the game rounds based on the hold that is cleared before 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 the buffer for the notice reservation occurrence counter set in a predetermined area of the RAM 54. Then, the MPU 52 executes 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 executes a lottery to determine whether to generate a notice reservation by comparing this value with the notice reservation occurrence table. The notice reservation occurrence table is a table that stores random number values 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, then in step S2207, it executes a notice reservation generation process. 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, in the production execution process of step S2004 described above, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125.

[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 pre-warning 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" for the first sub-side start hold memory number SRaN in step S2202, it stores the pre-warning 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 pre-warning 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" for the second sub-side start hold memory number SRbN in step S2203, it stores the pre-warning 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 contrary, when the MPU 52 determines in step S2206 that no pre-warning 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 the 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 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.

[0283] 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.

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

[0285] The MPU 62 of the control device 6 reads out from the program ROM 63 a data table for causing the symbol display device 36 to execute the generation of a preview hold or a normal hold 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 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 the value of the first sub-side start reserved count SRaN in the first sub-side reserved area SRa by subtracting 1. 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 that shifts 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 area 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, the sub-side reserved information in the third area SRa3 to the second area SRa2, and 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 the value of the second sub-side start reserved count SRbN in the second sub-side reserved area SRb by subtracting 1. 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 that shifts 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 area 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, the sub-side reserved information in the third area SRb3 to the second area SRb2, and 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 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 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 four storage areas, i.e., a first area SRa1 to a fourth area SRa4 of the first sub-side reserved area SRa from the left side to the right side. In contrast, 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 the right side to the left side. 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 the left side to the right side. 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 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 pre-reservation or a normal reservation by placing a pre-reservation picture or a normal reservation picture 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 picture of a white sphere, which is a normal reservation picture, on the pedestals B11 to B14. When MPU62 determines that the preview 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 a preview hold pattern, on pedestals B11 to B14.

[0295] Also, when MPU62 determines that the 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 the preview 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 a preview hold pattern, on pedestals B21 to B24.

[0296] Furthermore, when MPU62 determines that the 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 the preview 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 a preview hold pattern, on the execution pedestal AB.

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

[0298] <About 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. MPU52 of the voice and light control device 5 executes an effect determination process to execute effects for game use, effects for the open / close execution mode, and the like. In this effect determination process, as shown in FIG. 27, MPU52 executes steps S2401 to S2413.

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

[0300] When it is determined in step S2402 that the game result is the "most advantageous result" or the "low probability result", the MPU52 executes a symbol determination process corresponding to the type of game result in step S2403. In this symbol determination process, when the MPU52 determines that the game result is the "most advantageous result", it determines information related to a combination of symbols having the same odd number or the same even number as the stop result that will finally stop and be displayed on the valid line L. When it is determined that the game result is the "low probability result", it determines information related to a combination of symbols having the same even number as the stop result that will finally stop and be 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 losing result" based on the content of the type command. When it is determined in step S2404 that the game result is not a "normal losing result", that is, when the game result is any one of a "special losing result", a "non-explicit few-round high probability result", and an "explicit few-round high probability result", the MPU52 executes a common symbol determination process in step S2405. In this common symbol determination process, the MPU52 determines information related to a special combination of symbols as the stop result that will finally stop and be 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 a "normal losing result" occurs in a win / loss lottery, rather than a combination of symbols having the same number. Note that this special combination of symbols is the same regardless of the type of 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 a normal miss. In this symbol determination process for a 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-mentioned 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 combinations of symbols having the same number, special combinations of symbols, and combinations of symbols of the reach display.

[0304] After executing any 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] In addition, 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 one 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 the MPU 52 determines that it has received an opening command in step S2409, 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 an 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 that the game result in step S2410 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 durations of effect A and effect B correspond 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 durations of effect C and effect D correspond 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 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.

[0312] In step S2412, the MPU52 sets a command for the opening / closing execution mode that includes information related to the effect for the opening / closing execution mode selected in step S2411. Then, the MPU52 stores the command for the opening / closing execution mode in the command list stored in the command list storage area 541 of the RAM54. This command for the opening / closing execution mode 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 command for the opening / closing execution mode 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 processes for advancing the effect for the opening / closing execution mode based on, for example, 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 and the 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 losing 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 losing result", the winning / losing results of "big win winning" and "special losing 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 losing result" is a game result selected when the "big win winning" does not occur in the winning / losing lottery (symbol × in the figure), as shown in the second column of Table 2 in FIG. 28. Also, the allocation result is a game result selected when the "big win winning" occurs in the winning / losing lottery (symbol ○ in the figure). Hereinafter, the relationship between the game result excluding the "normal losing 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 losing 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 losing result", the winning / 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 the round game is performed with the upper limit 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 / losing lottery mode shifts to the high-probability mode. Thus, the "special losing 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 case of "Special Loss Result" and "Non-Explicit Few Rounds 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 case of "Special Loss Result" and "Non-Explicit Few Rounds High Probability Result", the support mode does not shift. Also, in the game rounds after the open / close execution mode ends, 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 "Special Loss Result" or "Non-Explicit Few Rounds High Probability Result" by confirming the stop result and the effect for the open / close execution mode. In other words, even when it becomes a "Non-Explicit Few Rounds High Probability Result" in the allocation lottery and shifts to the high probability mode, the symbol display device 36 disguises it as if the win / loss lottery mode has not shifted in the game rounds after the open / close execution mode ends. 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 case of "Explicit Few Rounds High Probability Result", the open / close execution mode shifts to the round number regulation mode in which the round game is carried out 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 case of "Explicit Few Rounds High Probability Result", the win / loss lottery mode shifts to the high probability mode. Also, in the case of "Explicit Few Rounds 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 case of "Explicit Few Rounds High Probability Result", the support mode shifts to the high-frequency support mode. Furthermore, in the game rounds after the open / close execution mode ends, 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 Few Rounds 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. The high-frequency support mode displays an image on the display screen G to notify that it will shift to the low-frequency support mode when the number of game turns reaches the end reference number (specifically, 100 turns). In other words, even when the "most advantageous result" is obtained in the allocation lottery, if the production for the opening / closing execution mode is finally production D in the game turns after the end of the opening / closing execution mode, 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 display an image indicating that it is in the high-probability mode on the display screen G after completing 100 game turns without winning the "big win" in the win / loss lottery. 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, but includes modifications, improvements, etc. within the scope 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 big winning opening 271 once per round game. In contrast, the pachinko machine 1 may execute the opening and closing of the big winning opening 271 a plurality of times per 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 back to the closed state 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 vary according to the upper limit continuous time, and the conditions for setting the opening / closing door 272 back to the closed state 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 to the closed state again 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. Furthermore, for example, the pachinko machine 1 may set different upper limit numbers for each round during one execution mode of opening and 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 to the closed state again 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 to the closed state again when a predetermined upper limit duration has elapsed. In contrast, for example, the pachinko machine 1 may set the opening / closing door 272 to the closed state again when a predetermined time has elapsed since a winning occurred at the big winning opening 271 after setting the opening / closing door 272 to the open state.

[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 to the closed state again. In contrast, for example, the pachinko machine 1 may shift to the next round of the game without setting the opening / closing door 272 to the closed state again after setting the opening / closing door 272 to the open 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. On the other hand, 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, or 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. On the other hand, 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. Furthermore, the mode of the upper limit duration may be set so 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. On the other hand, for example, the effect for the opening / closing execution mode may be randomly selected and set from a plurality of types of effects without corresponding to the game result, or selected and set 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 active 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 uses the jackpot random number counter C1 for the lottery of jackpot occurrence, and when a jackpot occurs, it uses 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, "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 pass / fail 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 miss result" is two, and in a gaming state where a pass / fail 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 miss result" was one. In other words, the probability of obtaining a "special miss 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 miss 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 miss result" may be set to be zero in at least one of the low-probability mode and the high-probability mode.

[0336] (14) In this reference embodiment, the pachinko machine 1 created a gaming state advantageous to the player and a disadvantageous gaming state by setting the pass / fail lottery mode and the support mode. However, by setting gaming states other than these, a gaming state advantageous to the player and a disadvantageous gaming state may be created. For example, the pachinko machine 1 may create a gaming state advantageous to the player and a disadvantageous gaming state by varying the number of game rounds in which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a disadvantageous gaming state 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 disadvantageous gaming state by varying the number of game 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 use in consuming 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 use in consuming 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. Thereafter, the main display unit 34 and the symbol display device 36 execute variable display and, as a result of stopping 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 variable display before executing the internal lottery and, as a result of stopping 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 embodiment, the pachinko machine 1 includes a main display unit 34, which performs a varying display of pictures and displays the result of an internal lottery as the result of the varying display. In contrast, for example, the main display unit 34 may display the same stop result as the result of the varying display, regardless of the result of the internal lottery, or may display the stop results randomly so that the result of the internal lottery cannot be identified. Also, for example, the pachinko machine 1 may not include a main display unit 34.

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

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

[0344] Here, the symbols 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 or the like 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 jackpot lottery 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 being linked with an external device such as a mobile phone. For example, the gaming machine can be configured so that an optical code can be output by the player 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 can be configured so that the information of the gaming machine can be transmitted to a web server by accessing a website. Also, the gaming machine can be configured so that the information of the web server can be received by the player inputting a 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 jackpot 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 given the same reference numerals and their descriptions will be omitted.

[0348] <Electrical Configuration of Display Control Device> FIG. 29 is a block diagram showing the electrical configuration of the 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 this 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 formed on a chip 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 sound 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.

[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 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. Based on the content of the command generated by the MPU62, this VDP65 reads out image data from the character ROM 66 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 so on. 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 is provided with an expansion buffer 68 and a frame buffer 69. As described above, based on the content of the command generated by the MPU62, the VDP65 reads out image data from the character ROM 66 and stores this image data in the expansion 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 expansion 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 system 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 into 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 sound 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, based on the content of the hold generation command, the MPU52 stores the sub-side hold information in the sub-side hold information storage area 543. In this reference embodiment, the MPU52 is different from the above reference embodiment in that, as shown in FIG. 30, after executing the process of step S2204, the MPU52 executes the processes of steps S2210A to S2212A.

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

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

[0363] After executing the processing of step S2202 or step S2203, the MPU52 adds 1 to the value of its sub-side start suspension memory number SN (SRaN or SRbN) and updates it 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 suspension 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 after step S2205. 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 after step S2211A.

[0365] First, the processing (processing after step S2205) when it is determined in step S2210A that the current support mode by the MPU 52 is not the low-frequency support mode will be described. In step S2205, the MPU 52 executes a lottery process for a notice hold. In this lottery process for a notice hold, the MPU 52 executes a lottery on whether to generate a notice hold. Specifically, the MPU 52 executes a lottery on whether to generate a notice hold by using the value of a notice hold generation counter. Note that the notice hold generation counter is provided in various counter areas 542 of the RAM 54.

[0366] Here, a notice hold is a hold that executes a notice display that changes the type of hold symbol or the like in order to notify the player of the expectancy of the hold, or a preview effect that generates a preview effect for notifying the player of the expectancy of the hold by using an effect of a game turn based on a hold that is cleared before that hold. In this reference embodiment, a notice hold that executes a notice display that generates a preview effect will be described, and the description of a notice hold that executes 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 a buffer for the notice hold generation counter set in a predetermined area of the RAM 54. Then, the MPU 52 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 MPU 52 acquires the value of the notice hold generation counter stored in the notice hold generation counter buffer, and executes a lottery on whether to generate a notice hold by comparing this value with a notice hold generation table. Note that the notice hold generation table is a table that stores random number values related to the generation of a notice hold, and is stored in the ROM 53.

[0368] In step S2206, the MPU 52 determines whether it has won the lottery for the advance reservation generation in step S2205 (whether to generate an advance reservation). If the MPU 52 determines in step S2206 to generate an advance reservation, in step S2207, it executes the advance reservation generation process. In this advance reservation generation process, the MPU 52 executes the process for generating an advance reservation. Also, based on the content of this advance reservation generation process, in the production 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.

[0369] Specifically, the MPU 52 stores the advance 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.

[0370] For example, when the MPU 52 sets the first sub-side start reservation storage number SRaN in step S2202, it stores the advance reservation information in the first storage area among the free storage areas of the first sub-side reservation area SRa, that is, the storage area corresponding to the first sub-side start reservation storage number SRaN updated in step S2204. For example, when the MPU 52 sets "3" in the first sub-side start reservation storage number SRaN in step S2202, it stores the advance reservation information in the fourth area SRa4, which is the storage area corresponding to "4" of the first sub-side start reservation storage number SRaN updated in step S2204.

[0371] Also, for example, when the MPU52 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 MPU52 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 MPU52 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 MPU52 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 MPU52 executes the light emission control of the display lamp unit 124 and the voice control of the speaker unit 125.

[0373] Specifically, the MPU52 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 MPU52 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 MPU52 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, it executes a special hold generation process in step S2212A. In this special hold generation process, the MPU 52 executes a process for generating a special hold. 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, it stores the special 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 special 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.

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

[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 executing the generation of a notice hold, a normal hold, or a special 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. 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. As a result, the symbol display device 36 displays a notice 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 notice hold, a normal hold, or a special hold.

[0383] In addition, 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 notice hold, and a special hold on the symbol display device 36 based on the hold display shift 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. 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. As a result, the symbol display device 36 executes the shift of a normal hold, a notice hold, and a special hold by displaying it on the display screen G.

[0384] FIG. 31 is a diagram showing a notice 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 the left side to the right side. In contrast, 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 the right side to the left side. 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 the left side to the right side. 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 the left side to the right side.

[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 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.

[0387] 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. When MPU62 determines that the memory area of the second sub-side reserved area SRb stores special reservation information based on the content of the pending display generation command or the pending display shift command transmitted from MPU52, it places a black sphere pattern, which is a special reservation pattern, on pedestals B21 to B24.

[0388] 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. When MPU62 determines that the memory area of the execution area SAE stores special reservation information based on the content of the pending display shift command transmitted from MPU52, it places a black sphere pattern, which is a special reservation 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 preview 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 a pattern on the pedestals B14 and B22 to B24. Note that in this reference embodiment, the patterns for normal hold, preview 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 open / close 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 the presentation duration (presentation period) and the content of the presentation as the presentation pattern. In step S2407A, the MPU52 also executes a lottery to determine whether 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 the presentation duration (presentation period) and the content of the presentation as the presentation pattern. 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 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 the special hold presentation determination process. In this special hold presentation determination process, the MPU52 determines the presentation for consuming 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 performance command. Then, the MPU52 stores the special reserved performance 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 performance command stored in the command list storage area 541 of the RAM54. This special reserved performance 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 performance for digesting the special reservation on the symbol display device 36 based on the special reserved performance 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 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 performance 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 performance end command. Then, the MPU52 stores the special reserved performance 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 performance end command stored in the command list storage area 541 of the RAM54. This special reserved performance 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. If 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-reading 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 pre-announcement hold performance command. Then, the MPU 52 stores the pre-announcement hold performance command in the command list storage area 541 of the RAM 54 in the command list stored therein. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the pre-announcement hold performance command stored in the command list storage area 541 of the RAM 54. This pre-announcement 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 the performance for digesting the pre-announcement hold from the program ROM 63 based on the pre-announcement hold performance 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. Further, the VDP 65 creates drawing data in the third layer L3 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the performance for digesting the pre-announcement 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 executing a preview effect on the display screen G of the symbol display device 36. 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 turn 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, with the upper right position of the display screen G as the flight start position, the angel character is made to fly towards the center position (see FIG. 34(A)), and then from that position, the angel character is made to fly towards the upper left position (see FIG. 34(B)). After that, the preview effect makes the angel character fly from the upper left position of the display screen G (the position in FIG. 34(B)) towards the upper right position (see FIG. 34(C)), so as to return the angel character to the flight start position. And as shown in FIGS. 34(A) to (C), the preview effect makes the angel character 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 explanation 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 MPU 52 executes the cumulative processing of the display duration. In this cumulative processing of the display duration, each time the MPU 52 executes the preview hold effect determination process in step S3006, it calculates the cumulative time of the display duration based on the content of the variable command, and stores the cumulative time in the RAM 54. 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 above-described preview hold effect command includes information related to the cumulative time of the display duration. Therefore, the MPU 62 can grasp the starting point and subsequent movements when flying the angel character by receiving the information related to the cumulative time of the display duration from the MPU 52. 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 MPU 52 determines in step S3005 that it is not preview hold information, in step S3009, it sets a preview hold effect end command. Then, the MPU 52 stores the preview hold effect end 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 preview hold effect end command stored in the command list storage area 541 of the RAM 54. 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] The MPU 62 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 based on the preview hold effect end command transmitted from the MPU 52.

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

[0409] After executing the process of step S3003, after executing the process of step S3008, or after executing the process of step S3010, the MPU 52 executes other processes in step S3011. Thereafter, 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 a 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 notice 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 a display screen of the symbol display device and each layer of the frame buffer when it is specified that the notice reservation information is stored in the third area of the first sub-side reservation area. Specifically, FIG. 35(A) is a diagram showing the display screen G of the 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 stopping and displaying combinations of various symbols 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 the MPU52 determines in step S2206 that a preview hold is to be generated, in step S2207, the MPU52 executes a preview hold generation process 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 displays the preview hold symbols on the display screen G of the symbol display device 36 to notify the player of the occurrence of the preview hold. Specifically, when 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 MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on pedestal B13. Here, as shown in FIG. 35(B), VDP65 creates drawing data in the first layer L1 of frame buffer 69 to display the preview hold pattern on the display screen G of pattern display device 36.

[0414] In the example of FIG. 35, since MPU62 is not executing the effect for clearing the special hold, VDP65 does not create drawing data in the second layer L2 of frame buffer 69 as shown in FIG. 35(C). Also, in the example of FIG. 35, since MPU62 is not executing the effect for clearing the preview hold, VDP65 does not create drawing data in the third layer L3 of 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 pattern display device 36. Also, FIG. 36(B) is a diagram showing the first layer L1 of frame buffer 69, FIG. 36(C) is a diagram showing the second layer L2 of frame buffer 69, and FIG. 36(D) is a diagram showing the third layer L3 of frame buffer 69.

[0416] Based on the hold display shift-time command transmitted from MPU52, MPU62 executes the shift of normal hold, preview hold, and special hold by displaying them on the display screen G of pattern display device 36. Specifically, as shown in FIG. 36(A), based on the hold display shift time 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 a 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 winning or losing lottery by stop-displaying combinations of various symbols on the valid line L as the stop result (not shown). In this reference embodiment, as shown in FIG. 36(B), the VDP65 displays a 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 advance hold information. If it is determined in step S3005 that it is advance hold information, then in step S3006, an advance hold presentation determination process is executed, and in step S3007, an advance hold presentation command is set. Then, based on the advance hold presentation command transmitted from the MPU 52, the MPU 62 causes a presentation 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 an angel character holding a signboard with the character "strange" written on it so as to fly around the entire display screen G, thereby causing a preview presentation to be displayed on the display screen G of the symbol display device 36 and executing it. This preview presentation is a presentation for digesting the advance hold that notifies the player of the expectancy of 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) by using the presentation of the game turn based on the hold (in the example of FIG. 36, the hold related to the advance hold symbol placed on the pedestal B12) that is digested before that hold. 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 presentation 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, the MPU 62 has received the first advance hold presentation command. Therefore, the cumulative time of the display duration included in this advance hold presentation command is "0". Thus, as shown in FIGS. 36(A) and (D), the MPU 62 causes the angel character to fly with the upper right position of the display screen G as the flight start position.

[0421] Note that 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 the 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. Further, FIG. 37(B) is a diagram showing the first layer L1 of the frame buffer 69, FIG. 37(C) is a diagram showing the second layer L2 of the frame buffer 69, and FIG. 37(D) is a diagram showing the third layer L3 of the frame buffer 69.

[0423] Based on the hold display shift command transmitted from 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 command transmitted from MPU52, MPU62 shifts and places the white sphere symbol, which is the normal hold symbol placed on the pedestal B11, onto the execution pedestal AB, and shifts and places the blinking white sphere symbol, which is the preview hold symbol placed on the pedestal B12, onto the pedestal B11. Here, as shown in FIG. 37(B), VDP65 creates drawing data in the first layer L1 of the 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 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. 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 stop-displaying combinations of various symbols on the valid line L as the stop result (not shown). In this reference embodiment, as shown in FIG. 37(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.

[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 advance hold information. If it is determined in step S3005 that it is advance hold information, then in step S3006, an advance hold effect determination process is executed, and in step S3007, an advance hold effect command is set. Then, based on the advance hold effect command transmitted from the MPU52, the MPU62 executes by displaying an effect for consuming the advance hold on the display screen G of the symbol display device 36. Specifically, as shown in FIG. 37(A), the MPU62 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 notice that uses the effect of a game turn 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 VDP65 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 MPU62 is identified as having the preview reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, and since it has received the second preview reservation effect command, the cumulative time of the display duration included in this preview reservation effect command is the same as the display duration of the previous game turn. Therefore, as shown in FIGS. 37(A) and (D), the MPU62 causes the angel character to fly starting from the position of the angel at the end of the previous preview effect.

[0428] Here, the MPU62 of the display control device 6 clears the drawing data (drawing data related to the effect for digesting the preview reservation) created in the third layer L3 of the frame buffer 69 based on the preview reservation effect end command transmitted from the MPU52. In other words, in the example of FIG. 37, since the MPU62 will receive the preview reservation effect end command from the MPU52 in the next game turn, it clears the drawing data (drawing data related to the effect for digesting the preview reservation) created in the third layer L3 of the frame buffer 69 based on this preview reservation effect end command.

[0429] In the example of FIG. 37, since MPU62 is not executing the effect for clearing the special hold, VDP65 does not create drawing data in the second layer L2 of frame buffer 69 as shown in FIG. 37(C).

[0430] <Regarding the flow when clearing a special hold after the occurrence of a preview effect> FIG. 38 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when it is determined that preview hold information is stored in the third area of the first sub-side hold area and then the first hold shift process is executed, and then it is determined that special hold information is stored in the first area of the second sub-side hold area. In other words, FIG. 38 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when it is determined that special hold information is stored in the first area of the second sub-side hold area after the state shown in FIG. 36. Specifically, FIG. 38(A) is a diagram showing the display screen G of the symbol display device 36. FIG. 38(B) is a diagram showing the first layer L1 of the frame buffer 69, FIG. 38(C) is a diagram showing the second layer L2 of the frame buffer 69, and FIG. 38(D) is a diagram showing the third layer L3 of the frame buffer 69.

[0431] Based on the hold display shift time command transmitted from MPU52, MPU62 executes the shift of normal hold, preview hold, and special hold by displaying them on the display screen G of the symbol display device 36. Specifically, as shown in FIG. 38(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. 38(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.

[0432] As shown in FIG. 38(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. 38, 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.

[0433] Thereafter, based on the stop result command transmitted from the MPU52, the MPU62 notifies the result of...

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 which 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 upon entry of a game ball into the first start ball entry means, A second variable display executed upon entry of a game ball into the second start ball entry means, and includes, 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 suggestion information image that is not used as the effect retention image in at least a plurality of consecutive first variable displays, 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 suggestion 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 suggestion information image, In a situation where the predetermined suggestion information image is displayed with the predetermined display content on the display means, it is configured to be able to terminate the display of the specific effect image being executed on the display means when a predetermined condition is satisfied, configured such that while the specific effect image is being displayed by the display means, the display content of the predetermined suggestion information image can change from the predetermined display content to specific display content; configured such that when the predetermined suggestion information image and the specific effect image are displayed on the display means, they are drawn and displayed so as to have different display priorities; A gaming machine characterized in that when the predetermined suggestion information image is displayed overlapping the specific effect image, the display of the predetermined suggestion information image can be maintained for a predetermined period.

Citation Information

Patent Citations

  • Game machine

    JP2005074175A

  • Game machine

    JP2010155025A

  • Game machine

    JP2015043923A

  • Game machine

    JP2018143395A