gaming machines

The gaming machine improves player engagement by integrating rotating decorations and visibility changes on a game board with special information acquisition and determination systems, addressing the monotony of LED light effects in conventional machines.

JP7715127B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2022181520
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-14
Publication Date
2025-07-30
Estimated Expiration
2042-11-14

AI Technical Summary

Technical Problem

Existing gaming machines fail to maintain player attention through monotonous LED light emission states and colors, lacking engaging visual effects.

Method used

Incorporation of a game board with special information acquisition and determination means, rotating decoration elements, and movable rotating means that change visibility to enhance game engagement.

Benefits of technology

Enhances player attention and engagement by providing dynamic visual interactions through rotating decorations and visibility changes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of increasing a player's attention to a game.SOLUTION: A game machine includes: variable display means for executing a variable display of a game round on the basis of an entry of game balls into start ball entry means; operation means capable of executing a predetermined operation performance on the basis of a player's operation; and performance execution means for executing a performance including the predetermined operation performance. The performance execution means includes: an operation notice part for suggesting an operation mode of the operation means to a player; and a result notice part for causing the predetermined operation performance to be executed when the operation means is operated according to the operation mode of the operation means which is suggested in the operation notice part. A specific timing in the predetermined operation performance is set so as to be aligned with a predetermined timing in another performance different from the predetermined operation performance.SELECTED DRAWING: Figure 96
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine provided with variable display means for variably displaying a plurality of 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, a predetermined lottery such as a jackpot lottery is executed, and variable display of symbols is started. For example, when the gaming machine wins a jackpot lottery, 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, for example, by shifting a variable winning device to a state where game balls can enter. By the way, such a gaming machine includes, for example, a transparent or translucent plate portion and an LED (Light Emitting Diode) provided on the back surface side of the plate portion, and the LED can be visually recognized through the plate portion. It is possible to execute an effect that makes the player expect that the game state will shift to a specific control state by changing the light emission state, color, etc. of the LED.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is a problem that an effect that simply changes the light emission state, color, etc. of the LED becomes monotonous and cannot improve the player's attention to the game.

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

Means for Solving the Problems

[0006] The gaming machine of the present invention includes a game board having a game area on the front side, special information acquisition means for acquiring special information based on the establishment of a predetermined acquisition condition, and special information determination means for determining whether the special information acquired by the special information acquisition means satisfies a predetermined winning condition. In the gaming machine that shifts to a specific control state advantageous to the player when it is determined by the special information determination means that the special information satisfies the predetermined winning condition, it includes a predetermined decoration means visible when viewed from the front of the game board and a first rotating means configured to be rotatable when viewed from the front of the game board. The first rotating means is configured to be rotatable about a predetermined rotation axis having a direction intersecting the board surface of the game board as an axial direction, and includes a rotating plate portion that can be switched between a predetermined rotating state and a predetermined stopped state. The rotating plate portion has a visible portion on the back side of the rotating plate portion and corresponding to the game board, at least a part of the predetermined decoration means arranged. Viewed from the front of the game board A gaming machine configured to be able to switch from a predetermined stopped state to a predetermined rotating state when a predetermined condition is satisfied based on a predetermined game by a player. When the game board is viewed from the front, the gaming machine has a second rotating means that can move along the board surface of the game board and rotate in a predetermined manner, and can move between a first position where it is visible without passing through at least the visible portion of the rotating plate portion and a second position where it is visible through the visible portion of the rotating plate portion. In the execution state of a predetermined game, a first state in which at least a part of the predetermined decoration means at a specific position is visible through the visible portion of the rotating plate portion in the predetermined rotating state, and when the second rotating means moves to the second position, a second state in which a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion, and at least a part of the predetermined decoration means that is blocked by the second rotating means becomes invisible. It is configured to be able to be in such a state. The second rotating means has a first path along which the second rotating means can move, and a second path along which the player can recognize that the movement of the second rotating means is more advantageous than the first path, and is configured to be able to move along either the first path or the second path after moving along a common specific path, and the second state can generate a specific state that the player can recognize as advantageous and a predetermined state that the player can recognize as less advantageous than the specific state, based on the rotation status of the first rotating means and the movement status of the second rotating means. The gaming machine is configured such that the plurality of second rotation means are movable between a first position and a second position, the plurality of second rotation means are movable simultaneously on the rear side of the rotating plate portion of the first rotation means, one of the plurality of second rotation means is movable between the first position and the second position so as not to obstruct the movement of the other second rotation means when the gaming board is viewed from the front, the plurality of second rotation means are configured to be individually movable in the gaming area, and the plurality of second rotation means are configured to be individually approachable to the first rotation means. It is characterized by this.

Effects 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] Front view of a pachinko machine according to the main reference form of the present invention [Figure 2] Front view of the game board [Figure 3] View showing the display screen of the symbol display device [Figure 4] Block diagram showing the electrical configuration of the pachinko machine [Figure 5] View showing the contents of each counter used in the internal lottery [Figure 6] View showing a win / loss table storing the values of random numbers winning a jackpot [Figure 7] View showing a distribution table storing the values of random numbers related to the distribution destination of the jackpot type [Figure 8] View showing a flowchart of the timer interrupt process [Figure 9] View showing a flowchart of the winning process for the operating port [Figure 10] View showing a flowchart of the normal process [Figure 11] View showing a flowchart of the main process [Figure 12] View showing a flowchart of the game turn control process [Figure 13] View showing a flowchart of the data setting process [Figure 14] View showing a flowchart of the variation start process [Figure 15] View showing a flowchart of the game state transition process [Figure 16] View showing a flowchart of the big winning opening / closing process [Figure 17] View showing a flowchart of the big winning opening process [Figure 18] View showing a flowchart of the transition process at the end of the opening / closing execution mode [Figure 19] Block diagram showing the electrical configuration of the audio and light control device [Figure 20] Figure showing the content of the sub-side hold information storage area [Figure 21] Block diagram showing the electrical configuration of the display control device [Figure 22] Figure showing the flowchart of the timer interrupt process executed by the voice and light control device [Figure 23] Figure showing the flowchart of the hold determination process [Figure 24] Figure showing the flowchart of the hold occurrence process [Figure 25] Figure showing the flowchart of the hold shift process [Figure 26] Figure showing the preview hold symbol, normal hold symbol, and special hold symbol displayed on the display screen of the symbol display device [Figure 27] Figure showing the flowchart of the effect determination process [Figure 28] Figure showing the relationship between the game result and the game state, etc. [Figure 29] Figure showing the flowchart of the winning process for the operation port according to the reference form M of the present invention [Figure 30] Figure showing the flowchart of the hold occurrence process [Figure 31] Figure showing the flowchart of the hold shift process [Figure 32] Figure showing the flowchart of the pre-reading effect occurrence determination process [Figure 33] Figure showing the flowchart of the effect determination process [Figure 34] Figure showing the flowchart of the determination process for the effect pattern [Figure 35] Figure showing the flowchart of the pre-reading effect consumption determination process [Figure 36] Figure showing the display screen of the symbol display device when the preview hold information is stored in the fourth area of the first sub-side hold area [Figure 37] Figure showing the display screen of the symbol display device when the preview hold information is stored in the third area of the first sub-side hold area [Figure 38] Figure showing the display screen of the symbol display device when the preview hold information is stored in the second area of the first sub-side hold area [Figure 39] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of the second sub-side reserved area before the occurrence of the pre-reading performance after advance reserved information is stored in the second area of the first sub-side reserved area. [Figure 40] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of the second sub-side reserved area after advance reservation information is stored in the second area of the first sub-side reserved area and after a pre-reading performance occurs. [Figure 41] A diagram showing the display screen of the symbol display device when normal reserved information is stored in the second sub-side reserved area when no pre-reading performance is occurring. [Figure 42] FIG. 10 is a flowchart showing a process for determining whether a pre-reading effect occurs according to a reference embodiment N of the present invention. [Figure 43] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 44] FIG. 10 is a flowchart showing a process for determining whether or not a pre-reading effect is consumed; [Figure 45] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of the second sub-side reserved area after advance reservation information is stored in the second area of the first sub-side reserved area and after a pre-reading performance occurs. [Figure 46] FIG. 10 is a flowchart showing a process for determining a performance pattern according to a reference embodiment O of the present invention. [Figure 47] FIG. 10 is a flowchart showing a process for determining whether or not a pre-reading effect is consumed; [Figure 48] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of the second sub-side reserved area after advance reservation information is stored in the third area of the first sub-side reserved area and a pre-reading effect occurs. [Figure 49] FIG. 10 is a flowchart showing the winning process for the operating port according to the reference embodiment P of the present invention. [Figure 50] FIG. 10 is a flowchart showing a process for generating a reservation; [Figure 51] FIG. 10 is a flowchart showing a hold shift process. [Figure 52]FIG. 10 is a flowchart showing a process for determining whether a pre-reading effect occurs; [Figure 53] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 54] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 55] FIG. 10 is a flowchart showing a process for determining whether or not a pre-reading effect is consumed; [Figure 56] FIG. 10 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the fourth area of the first sub-side reservation area. [Figure 57] FIG. 10 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the third area of the first sub-side reservation area. [Figure 58] FIG. 10 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the second area of the first sub-side reservation area. [Figure 59] A diagram showing the display screen of the pattern display device when normal reserved information is stored in the first area of the second sub-side reserved area during the occurrence of a pre-reading performance after advance reserved information is stored in the fourth area of the first sub-side reserved area. [Figure 60] FIG. 10 is a diagram showing the display screen of the symbol display device when advance notice reservation information is stored in the fourth area of the first sub-side reservation area and a reach display occurs before the advance notice reservation information is executed. [Figure 61] FIG. 10 is a flowchart showing a hold shift process according to the reference form Q of the present invention. [Figure 62] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 63] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 64] FIG. 10 is a flowchart showing a process for determining a performance for ending a game. [Figure 65] FIG. 10 is a flowchart showing a process for determining whether a pre-reading effect occurs; [Figure 66] FIG. 10 is a flowchart showing a process for determining whether or not a pre-reading effect is consumed; [Figure 67] FIG. 10 is a diagram showing the display screen of the symbol display device when advance reservation information is stored in the fourth area of the first sub-side reservation area. [Figure 68] Figure showing the display screen of the symbol display device when notice reservation information is stored in the third area of the first sub-side reservation area [Figure 69] Figure showing the display screen of the symbol display device when notice reservation information is stored in the second area of the first sub-side reservation area [Figure 70] Figure showing the display screen of the symbol display device when normal reservation information is stored in the first area of the second sub-side reservation area during the occurrence of the preview effect after the notice reservation information is stored in the fourth area of the first sub-side reservation area [Figure 71] Figure showing the display screen of the symbol display device when reach display occurs before the execution of the notice reservation information stored in the fourth area of the first sub-side reservation area [Figure 72] Figure showing the flowchart of the reservation generation process according to the reference form R of the present invention [Figure 73] Figure showing the flowchart of the reservation shift process [Figure 74] Figure showing the flowchart of the start-time preview effect generation determination process [Figure 75] Figure showing the flowchart of the effect determination process [Figure 76] Figure showing the flowchart of the effect pattern determination process [Figure 77] Figure showing the flowchart of the start-time preview effect consumption determination process [Figure 78] Figure showing the flowchart of the determination process of the effect for ending the game session [Figure 79] Figure showing the flowchart of the end-time preview effect generation determination process [Figure 80] Figure showing the flowchart of the end-time preview effect consumption determination process [Figure 81] Figure showing the display screen of the symbol display device when notice reservation information related to the start-time preview effect flag is stored in the third area of the first sub-side reservation area and then notice reservation information related to the end-time preview effect flag is stored in the storage area of the first sub-side reservation area [Figure 82]FIG. 10 shows the display screen of the symbol display device when notice pending information relating to the end-time pre-reading effect flag is stored in the third area of the first sub-side reserve area, and then notice pending information relating to the start-time pre-reading effect flag is stored in the memory area of the first sub-side reserve area. [Figure 83] FIG. 10 is a flowchart showing a timer interrupt process executed by the audio and light emission control device according to the reference embodiment S of the present invention. [Figure 84] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 85] Figure showing the operation notice part of the notice display [Figure 86] A diagram showing the preview result notification part of the preview display [Figure 87] A diagram showing the timing for displaying a warning [Figure 88] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 89] FIG. 10 is a flowchart showing a performance execution process; [Figure 90] FIG. 10 is a diagram showing the display screen of the symbol display device after the occurrence of the reach display and a timing chart of the advance notice display. [Figure 91] FIG. 10 is a diagram showing an operation advance notice part of the advance notice display according to the reference embodiment T of the present invention. [Figure 92] A diagram showing the preview result notification part of the preview display [Figure 93] A diagram showing the timing for displaying a warning [Figure 94] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 95] FIG. 10 is a flowchart showing a performance execution process; [Figure 96] FIG. 10 is a diagram showing the display screen of the symbol display device after the occurrence of the reach display and a timing chart of the advance notice display. [Figure 97] FIG. 10 is a flowchart showing a performance execution process according to the reference embodiment U of the present invention. [Figure 98] FIG. 10 is a diagram showing the display screen of the symbol display device after the occurrence of the reach display and a timing chart of the advance notice display. [Figure 99] FIG. 10 is a front view of a game board according to the reference form V of the present invention. [Figure 100] Front view and cross section of the upper rotating device [Figure 101] Exploded perspective view of the upper rotating device

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Mode for Carrying Out the Invention

[0009] 〔Main reference form〕 Hereinafter, the main reference form of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to the main 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 that forms the outer shell of the pachinko machine 1, and a game machine body 12 that is rotatably attached to the front (front side) of the outer frame 11.

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

[0011] The game machine body 12 is provided with a locking device (not shown) at the rotating tip portion thereof. This locking device has a function of setting the game machine body 12 in a locked state in which 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 in which it cannot be opened with respect to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on a cylinder lock 13 provided to be exposed on the front surface of the pachinko machine 1.

[0012] The front door frame 121 has a substantially elliptical window portion 122 provided so as to cover the entire front surface side of the inner frame, and a window panel 123 fitted into the window portion 122. In this reference embodiment, the window panel 123 is formed colorless and transparent by glass, but it may be formed colorless and transparent by synthetic resin or the like. Further, the front door frame 121 includes a display lamp portion 124 provided above the window portion 122, speaker portions 125 provided on both the left and right sides of the display lamp portion 124 and outputting an effect sound or the like 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 one above the other and are both provided to bulge forward. The upper bulge 14 has an upper tray 141 provided inside so as to open upward, and a push button 142 that accepts information input when operated by a player. The upper tray 141 has the function of temporarily storing game balls dispensed by a dispensing device 48 (see FIG. 4) provided in the rear pack unit, and guiding them to a game ball launching mechanism 49 (see FIG. 4) while aligning them in a line. The push button 142 functions as an operating means that can execute predetermined operation effects, such as an anticipation effect that makes the player hope that the game state will transition to a specific control state that is advantageous to the player, based on the player's operation. The lower bulge 15 has a lower tray 151 provided on the inside thereof so as to be similarly open upward. The lower tray 151 has the function of storing surplus game balls in the upper tray 141.

[0014] Furthermore, the front door frame 121 is equipped with a launch handle 16 as a launching means provided to the right of the lower tray 151. This launch handle 16 is operated by a player of the pachinko machine 1 to launch 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 amount of rotation of the launch handle 16, the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, can be changed.

[0015] FIG. 2 is a front view of the game board. As shown in Figure 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 an inner frame. The above-mentioned game area is formed on the game board 2 so as to be partitioned by the inner rail portion 21 and the outer rail portion 22. Almost the entire game area can be seen from the front through the window portion 122. The inner rail part 21 and the outer rail part 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 part of the guide rail 23 is arranged at one side part 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 part of the guide rail 23 is formed to the side of the opposite side part as the rotation operation amount of the launch handle 16 by the player increases. In this reference embodiment, the exit part of the guide rail 23 is provided at the left side part of the game area.

[0017] The game board 2 has a plurality of large and small openings formed to penetrate in the front-rear direction by routing processing in the game area. Further, the game board 2 has a general winning opening 24, an upper operating opening (first starting ball entry means) 25, a lower operating opening (second starting ball entry means) 26, a variable winning device 27, and an out opening 28 provided in each opening. Further, the game board 2 has through gates 31 provided on the left side and the right side of the central part, a main display device 32 provided on the upper right side, a variable display unit 33 provided in the central part, and the like. Furthermore, the game board 2 has a large number of nails NL, various members (devices) such as a windmill WM, etc. 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 or 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, unlike when a game ball enters various winning openings, the pachinko machine 1 does not execute the payout of prize balls.

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

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

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

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

[0025] Here, when the electric role device 261 is set to the closed state, the distance between the upper end of the electric role device 261 and the upper operating port 25 becomes narrower than the width of one game ball. Also, when the electric role device 261 is set to the open state, the distance between the upper end of the electric role device 261 and the upper operating port 25 becomes wider than the width of one game ball. Therefore, when the electric role device 261 is set to the closed state, the game ball cannot enter the lower operating port 26, but when it is set to the open state, the game ball can enter the lower operating port 26.

[0026] Incidentally, instead of the closed state and open state described above, the electric device 261 may be configured to switch between a state in which it is difficult for game balls to enter the lower operating port 26 (a state in which game balls can enter, unlike the closed state), and a state in which it is easy for game balls to enter the lower operating port 26. Furthermore, the lower operating port 26 may be configured to perform such switching not by setting the electric device 261 but by displacement of the lower operating port 26, and in this case, the lower operating port 26 does not need to be equipped with the electric device 261.

[0027] The variable winning device 27 is equipped with a large winning opening 271 that opens upward to allow game balls flowing down the game area to enter, an opening / closing door 272 for opening and closing the large winning opening 271, and a variable winning drive unit 273 that drives the opening / closing door 272. Furthermore, the player can guide the game ball to the variable winning device 27, avoiding the variable display unit 33, etc., by rotating the launch handle 16 to the maximum extent and hitting it to the right, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 23 is formed to the opposite side.

[0028] Here, the game board 2 is provided with a cover 29 provided so as to cover the front side of the variable winning device 27. This cover 29 is provided with a transparent panel 291 formed to be transparent (or semi-transparent) so that the variable winning device 27 can be seen from the front side, and an opaque panel 292 provided around this 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. As described above, this big winning opening 271 is provided with a detection sensor 304 that detects the entry of a game ball. Based on the detection result, the pachinko machine 1 executes the payout of a predetermined number of prize balls.

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

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

[0032] The main display device 32 has a main display portion 34 and a normal symbol display portion 35, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light emitting portions 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. In other words, the main display device 32 is visible from the front of the pachinko machine 1 through the window panel 123. The distance between the main display device 32 and the window panel 123 is narrower than the width of one game ball. This prevents the pachinko machine 1 from dropping game balls between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents game balls from dropping 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 conducted based on a win at the upper operating port 25, and a second result display unit 342 for displaying the result of an internal lottery conducted based on a win at the lower operating port 26 (see FIG. 4). Note that the main display unit 34 may further include a round display unit for indicating the number of rounds of play in the open / close execution mode when the open / close execution mode is selected (or when the open / close execution mode is selected).

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

[0035] The normal symbol display unit 35 executes a variable display of symbols 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 the electric winning release state, the normal symbol display unit 35 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the electric winning release state. In this electric winning release state, the electric accessory 261 provided at the lower operation port 26 is in an open state in a predetermined manner.

[0036] In addition, in this reference embodiment, the main display unit 34 and the normal symbol display unit 35 are configured by segment displays, but are not limited thereto, and 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 symbols to be variably displayed on the main display unit 34 and the normal symbol 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 a type of symbol. 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 side thereof. Thereby, the pachinko machine 1 is configured to prevent the game balls from falling in front of the display screen G of the symbol display device 36 and to avoid the inconvenience that the visibility of the display screen G is reduced due to the falling of the game balls.

[0038] The symbol display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 36 starts 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 normal symbol 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 of the symbol columns 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 of the symbol columns 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 on the main display unit 34 and the symbol display device 36 based on winning at each of the operation ports 25 and 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 that combines pictures and numbers instead of just numbers, or may be in a mode of just 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 - emission 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 - mentioned payout device 48 to pay out game balls. The power - emission control device 47 executes emission control to cause the above - mentioned game ball emission mechanism 49 to emit 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 power. Note that the main control device 4 includes a board box that houses the main control board 41 and the like. This board box may be provided with trace means that leave a trace when it is opened, or may be provided with a trace structure that leaves a trace when it is opened. Specifically, as the trace means, the board box is configured by coupling a plurality of case bodies, and a coupling part (caulking part) that requires destruction of a predetermined part when each case body is separated is provided, or a sealing tape that leaves a trace of being peeled off because the adhesive layer remains on the adhesion target when peeled off is attached so as to straddle the boundary between the plurality of case bodies. Also, as the trace structure, a configuration in which an adhesive is applied to the boundary between these case bodies can be adopted.

[0046] The main control board 41 includes an MPU 42 mounted on the main control board 41, and a ROM 43 and a RAM 44 that constitute this MPU 42. Here, the MPU 42 is an element in which 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 storage means that does not require an external power supply to retain the stored information. The ROM 43 has various areas such as a win / lose table storage area 431, an allocation 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 when the control program stored in the ROM 43 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 44 has various areas such as a counter area 441, a reserved ball storage area 442, and an electric role reserved area 443. These areas will be described in detail later.

[0048] The MPU 42 has an input port and an output port. The input port of the MPU 42 is connected to the power failure monitoring board 45 provided in the main control device 4 and to the plurality of detection sensors 301 to 306. The output port of the MPU 42 is connected to the power failure monitoring board 45, the payout control device 46, and the sound and light emission control device 5. In addition, the output port of the MPU 42 is connected to an electric accessory drive unit 262 that opens and closes the electric accessory 261 of the lower operating port 26, a variable winning drive unit 273 that opens and closes the opening and closing door 272 of the variable winning device 27, the main display unit 34, and the normal symbol display unit 35.

[0049] The main control board 41 has a driver circuit. The MPU 42 executes drive control of various drive units and the like through this driver circuit. Specifically, in the electric component 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 winning at each operation port 25, 26. Furthermore, the MPU 42 executes display control of the normal symbol display unit 35 to display the result of the internal lottery performed based on winning at each through gate 31.

[0050] The power failure monitoring board 45 relays between the main control board 41 and the power supply / transmission control device 47 having a function of supplying operating power, and monitors the DC stabilized 24-volt voltage output from the power supply / transmission control device 47. Therefore, the MPU 42 receives and supplies power via the power failure monitoring board 45. The detection sensors 301 to 306 are provided in a one-to-one correspondence with 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 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 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] Also, the power supply and emission control device 47 executes emission control to cause the game ball emission mechanism 49 to emit game balls. Here, the game ball emission mechanism 49 includes an emission rail extending toward the guide rail 23 of the game board 2, a ball 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 the internal lottery execution 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 or 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. Further, the MPU 42 uses the random number initial value counter CINI for setting the initial value of the jackpot random number counter C1, and uses the variation type counter CS for determining the display duration in the main display unit 34 and the symbol display device 36. Furthermore, the MPU 42 uses the electric accessory release counter C4 for the lottery of whether to set the electric accessory 261 of the lower operation port 26 to the electric accessory release state. Each counter C1 to C3, CINI, CS, and C4 is provided in various counter areas 441 (see FIG. 4) of the RAM 44.

[0055] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that is incremented by 1 from the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated periodically, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of the RAM 44. Among the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in 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 first result display unit hold area Ra, a second result display unit hold area Rb, 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 time series in accordance with the winning of a game ball into the upper operation port 25. Specifically, when winnings at the upper operation port 25 occur continuously a plurality of times, the MPU 42 stores the holding information in time series 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 can be 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 can be arbitrary, and can be other plural numbers such as two, three, or five or more, or can 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 time series in accordance with the winning of a game ball into the lower operation port 26. Specifically, when winnings at the lower operation port 26 occur continuously a plurality of times, the MPU 42 stores the holding information in time series in the order of the first area Rb1 → the second area Rb2 → the third area Rb3 → the fourth area Rb4.

[0060] Thus, since the hold area Rb for the second result display section includes 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 hold area Rb for the second result display section includes a storage area for writing the number of holds stored in each of the areas Rb1 to Rb4. Note that the number of holds related to the lower operation port 26 is not limited to four and is 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 hold information stored in the storage area of the hold area Ra for the first result display section or the hold area Rb for the second result display section when starting the variable display of each of the result display sections 341 and 342.

[0062] The electric accessory hold area 443 includes four storage areas, similar to the hold area Ra for the first result display section and the hold area Rb for the second result display section. Therefore, the winning of game balls into each through gate 31 is held up to a maximum of four balls. Note that the number of holds related to each through gate 31 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.

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

[0064] Here, the pachinko machine 1 has a plurality of support modes that differ from each other in the frequency with which the electric role device 261 is set to the open state to allow the game ball to enter the lower operating port 26. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) in which the electric role device 261 is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric role device 261 is set to the open state relatively frequently.

[0065] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role release state in the electric role release lottery is the same (for example, 4 / 5 in both). However, in the high-frequency support mode, when the electric role release state is won, the electric role 261 is set to the open state more times than in the low-frequency support mode, and the opening time for each electric role release is longer. Also, in the high-frequency support mode, the closing time for setting the electric role 261 to the closed state between each opening in one electric role release state is shorter than the opening time for one opening. Furthermore, in the high-frequency support mode, the minimum waiting time (the duration of one variable display in the normal symbol display unit 35) between the end of the electric role release lottery and the next electric role release lottery is shorter than in the low-frequency support mode.

[0066] Therefore, in the high-frequency support mode, compared with the low-frequency support mode, the game ball is more likely to win the lower operation port 26. In other words, in the low-frequency support mode, the player rotates the firing handle 16 with a medium amount of rotation and hits to the left, and by shifting the arrival position of the game ball at the upper part of the game area from the side where the exit part of the guiding rail 23 is formed to the central part, the probability of winning the upper operation port 25 rather than the lower operation port 26 can be increased. Also, in the high-frequency support mode, the player hits to the right with the maximum amount of rotation of the firing handle 16, and by shifting the arrival position of the game ball at the upper part of the game area from the side where the exit part of the guiding rail 23 is formed to the opposite side part, the probability of winning the lower operation port 26 rather than the upper operation port 25 can be increased. And 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 route) that easily generates the entry of the game ball into the upper operation port 25 and hardly generates the entry of the game ball into the lower operation port 26, and a right hitting route (second route) that easily generates the entry of the game ball into the lower operation port 26 and hardly generates the entry of the game ball into 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 to this. For example, the high-frequency support mode may be configured to increase the probability of winning the electric accessory release state in the electric accessory release lottery compared to the low-frequency support mode. Also, for example, a plurality of types of reservation times may be prepared, and the high-frequency support mode may be configured to be more likely to select a short reservation time compared to the low-frequency support mode, or may be configured to shorten the average of the selected reservation times. Furthermore, by combining the conditions of the number of times of setting the electric accessory 261 to the open state, the open time, and the reservation time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric accessory 261 to the open state compared to the low-frequency support mode.

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

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

[0071] FIG. 6 is a diagram showing a win / loss 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 win / loss table (win / loss information group) in the win / loss table storage area 431 (see FIG. 4) of the ROM 43 provided as the win / loss information group storage means, as shown in FIG. 6.

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

[0073] These win / loss tables have a plurality of lottery results (win / loss results) of jackpot occurrence, such as "jackpot win", "special loss result", and "ordinary loss result". Specifically, in a game state where the win / loss 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 win / loss 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 win / loss table for the low-probability mode are included in the values of the random numbers that result in "jackpot win" stored in the win / loss table for the high-probability mode.

[0074] The values and numbers of random numbers stored in each hit / miss table are arbitrary, as long as the high probability mode has a higher probability of "winning the jackpot" compared to the low probability mode. Also, the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the high probability mode does not have to include the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode.

[0075] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will result in a loss and not a jackpot. Here, as mentioned above, the pachinko machine 1 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results have in common the fact that neither triggers a transition to the win / lose lottery mode or the support mode. However, they differ in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure 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 a loop counter that adds 1 to the previous value each time it is updated, and after reaching a maximum value of 29, returns to 0, thereby looping within the range of 0 to 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the jackpot type counter C2 is stored in the reserve area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserve area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, based on the value of the jackpot type counter C2 stored in the reserved ball storage area 442, the MPU 42 executes a lottery (allocation lottery) for the type of jackpot when a jackpot occurs.

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

[0078] The first distribution table is a table referred to when performing a lottery for the jackpot type with respect to the value of the jackpot type counter C2 shifted from the first result display unit hold area Ra 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 second result display unit hold area Rb 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 a difference in at least one of the following conditions (1) to (3). (1) Win / loss lottery mode after the end of the opening / closing execution mode (2) Support mode after the end of the opening / closing execution mode (3) Mode of opening / closing control of the variable prize device 27 in the opening / closing execution mode

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

[0082] Next, the difference in the support mode of (2) will be described. The "low probability result" is an allocation result in which the support mode is set to the high-frequency support mode after the end of the opening / closing execution mode regardless of the support mode before the end of the opening / closing execution mode. This high-frequency support mode shifts to the low-frequency support mode when the number of game rounds reaches the end reference number 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 open / close execution mode as it is. Here, when the support mode before the end of the open / close 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 open / close execution mode regardless of the support mode before the end of the open / close 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 open / close execution mode of (3) will be described in detail later.

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

[0086] The reach display is an expected effect that occurs when a "normal miss result" occurs without a "big win" in the win / loss lottery. Specifically, when the MPU 42 results in a "normal loss outcome" without hitting the jackpot in the win / loss lottery, it conducts a lottery to determine whether to generate a near-miss 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 decides to generate a near-miss display, it will do so. The reach table is a table that stores the values of random numbers related to the generation of the near-miss display and is stored in the reach table storage area 433 (see FIG. 4) of the ROM 43.

[0087] Here, when a jackpot win occurs in the win / loss lottery and it is allocated to the "most favorable result" in the allocation lottery, the symbol display device 36 stops and displays a combination of symbols having the same odd or even number on the valid line L as the stop result. Also, when a jackpot win occurs in the win / loss lottery and it is allocated to the "low probability result" in the allocation lottery, the symbol display device 36 stops and displays a combination of symbols having the same even number on the valid line L as the stop result. Further, when a jackpot win occurs in the win / loss lottery and it is allocated to the "non-explicit few-round high probability result" or "explicit few-round high probability result" in the allocation lottery, or when a "special loss outcome" occurs without hitting the jackpot in the win / loss lottery, the symbol display device 36 stops and displays, as the stop result, not a combination of symbols having the same number but a special combination of different symbols (e.g., "3·4·1") that are not selected when a "normal loss 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 hit in the win / loss lottery and being allocated to the "most favorable 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 hit 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 miss result" without winning a big hit in the win / loss lottery).

[0089] The mode of the reach display is to stop and display some of the symbol columns (for example, symbol columns Z1 and Z3) 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, thereby displaying a combination of the same symbols to suggest a stop result, and in that state, variably display the remaining symbol columns (for example, symbol column Z2). Therefore, by generating the reach display, the pachinko machine 1 can make the player expect that it has won a big hit in the win / loss lottery and has been allocated to the "low probability result" or "most favorable result" in the distribution lottery after the variable display is started on 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. After stopping and displaying some of the symbol columns, the remaining symbol columns may be variably displayed, and a predetermined character or the like may be displayed as a video in the background. Also, after reducing or hiding each symbol column, a predetermined character or the like may be displayed as a video over substantially the entire display screen G.

[0091] Here, the pachinko machine 1 has an expectation effect as a type of variable display of the symbol display device 36. The expectation effect is an effect that makes the player expect that he or she may have won the jackpot 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 expectation effects: the reach display and the advance notice display mentioned above.

[0092] The advance notice display is an expected effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss" rather than a "jackpot win." Instead of making the effect more likely to occur, this advance notice display may make it easier to select an effect with a low appearance rate, or these may be combined. The lottery as to whether or not to generate a reach display is executed by the main control device 4, whereas the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 5.

[0093] Examples of the mode of the advance notice display include a mode in which, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 36, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, a mode in which some symbol sequences (for example, symbol sequence Z1) are displayed stationary on the pay line L and then multiple symbol sequences (for example, symbol sequences Z2 and Z3) are displayed in a variable manner, or a mode in which, in a situation in which a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G based on a predetermined timing, or a mode in which a predetermined character or the like is displayed as a moving image on the display screen G based on the player pressing the push button 142. This advance notice display occurs both when a reach display is generated and when 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. The preview display is not limited to this, and for example, the background may be changed, or the shape of the symbol strings Z1 to Z3 may be changed.

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

[0095] <Regarding various processes executed by the main control device> The MPU 42 of the main control device 4 executes timer interrupt processing and normal processing for advancing the game, as well as main processing that starts when the power is turned on. Hereinafter, the timer interrupt processing, normal processing, and main processing will be described in order. [[ID=]13] 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 a winning process for through play. In this winning process for through play, if 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 role opening counter C4 updated in step S103 in the electric role holding area 443. In addition, the MPU 42 sets a command for turning on the third holding lamp unit 373, and transmits this set command to the sound and light-emitting control device 5. The sound and light emission control device 5 lights up the third reserve lamp unit 373 based on a command sent from the MPU 42. As described above, the maximum number of game balls that have entered each through gate 31 that can be reserved is four, and the third reserve lamp unit 373 lights up in a number corresponding to this number of reserved balls.

[0101] In step S105, the MPU 42 executes the winning process for the operation port. The winning process for the operating port will be explained in detail below.

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

[0103] In step S201, the MPU 42 determines whether a gaming ball has entered the upper actuation port 25 (start entry) by determining whether the detection sensor 302 corresponding to the upper actuation port 25 has detected the entry of a gaming ball. If the MPU 42 determines in step S201 that a gaming ball has entered the upper actuation port 25, in step S202, the MPU 42 determines the number of reserved balls stored in the first result display unit reserve area Ra and sets the reserved number as a first start reserve memory number RaN in a predetermined memory area in the first result display unit reserve area Ra. Thereafter, the MPU 42 executes the processes from step S205 onwards.

[0104] On the other hand, when the MPU 42 determines in step S201 that no game ball has won a prize at the upper operation port 25, in step S203, it determines whether the detection sensor 303 corresponding to the lower operation port 26 has detected the winning of a game ball, thereby determining whether a game ball has won a prize (starting winning) at the lower operation port 26. When the MPU 42 determines in step S203 that no game ball has won a prize at the lower operation port 26, it ends the winning process for the operation port. Also, when the MPU 42 determines in step S203 that a game ball has won a prize at the lower operation port 26, 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 starting hold memory number RbN in a predetermined memory area in the hold area Rb for the second result display unit. Then, 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 starting 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 starting hold memory number N is not less than the upper limit value, it ends the winning process for the operation port. Also, when the MPU 42 determines in step S205 that the starting hold memory number N is less than the upper limit value, in step S206, it adds 1 to the value of the starting hold memory number N and updates it.

[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 memory area among the free memory areas of the hold area for the result display unit, that is, the memory area corresponding to the starting 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 and light control device 5. Then, the MPU 42 ends the winning process for the operating port. This first hold generation command includes information for causing the audio-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 section based on the winning of a game ball into the upper operation port 25. The first hold generation command also includes information related to the current support mode. Note that based on the first hold generation command transmitted from the MPU 42, the audio-visual control device 5 lights the first hold lamp section 371 and executes predetermined processing. This processing will be described in detail later. Also, as described above, the maximum number of held game balls that have won into the upper operation port 25 is four, and the first hold lamp section 371 lights up by the number corresponding to this number of held balls.

[0110] Furthermore, the first hold generation command includes information related to the result of the big win occurrence lottery (win / loss lottery) and information related to the result of the lottery for generating a reach display (reach generation lottery). Here, the MPU 42 executes a lottery for the occurrence of a big win (win / loss lottery) based on the value of the big win random number counter C1 stored in the hold ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 (see FIG. 4) of the ROM 43, and determines the result of the win / loss lottery (win / loss result). Also, the MPU 42 executes a lottery for generating a reach display (reach generation lottery) based on the value of the reach random number counter C3 stored in the hold ball storage area 442 and the reach table stored in the reach table storage area 433 (see FIG. 4) of the ROM 43, and determines the result of the reach generation lottery.

[0111] 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 recognition that hold information has been stored in the storage area of the hold area Rb for the second result display section, and transmits this 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 into the lower operation port 26. The second hold generation command also includes information related to the current support mode. Note that based on the second hold generation command transmitted from the MPU 42, the audio-visual control device 5 lights 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 into the lower operation port 26 is 4, and the second hold lamp unit 372 lights up by the number corresponding to this number of held balls.

[0112] Furthermore, the second hold generation command includes information related to the result of the big win generation lottery (win / loss lottery) (win / loss result) and information related to the result of the lottery for generating a reach display (reach generation lottery). Here, the MPU 42 executes a lottery for generating a big win (win / loss lottery) based on the value of the big win random number counter C1 stored in the hold ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 (see FIG. 4) of the ROM 43, and determines the result of the win / loss lottery (win / loss result). Also, the MPU 42 executes a lottery for generating a reach display (reach generation lottery) based on the value of the reach random number counter C3 stored in the hold ball storage area 442 and the reach table stored in the reach table storage area 433 (see FIG. 4) of the ROM 43, and determines the result of the reach generation lottery.

[0113] <Normal Process> FIG. 10 is a diagram showing a flowchart of the normal process. After the MPU42 executes the main process described below that starts upon power-on, it executes the normal process, which is the main process for advancing the game. In this normal process, as shown in FIG. 10, the MPU42 executes steps S301 to S314. Specifically, the MPU42 periodically executes steps S301 to S309 at a cycle of 4 msec, repeatedly executes steps S308 to S311 when remaining time occurs, and executes steps S312 and subsequent steps according to the determination result of step S308.

[0114] 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 determines that the prize ball command is set, it transmits the prize ball command to the payout control device 46. Also, for example, the MPU42 determines whether an effect command such as an effect command corresponding to the game play or an effect command corresponding to the opening / closing execution mode is set, and if it determines that the effect command is set, it transmits the effect command to the sound and light control device 5.

[0115] In step S302, the MPU42 updates the variation type counter CS. Specifically, as described above, the MPU42 adds 1 to the previous value of the variation type counter CS for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the 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.

[0116] In step S303, the MPU42 executes game turn control processing for advancing the game turn. In the game turn control processing, the MPU42 executes a 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 transitioning the game state. In the game state transition process, the MPU 42 executes transition processes to each game state such as an open / close execution mode, a high-probability mode, and a high-frequency support mode. Note that the game turn control process in step S303 and the game state transition process in step S304 will be described in detail later.

[0117] 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 seconds) for starting the demo has elapsed without a new game turn starting after the end of the game turn. If it is determined that the start waiting period has elapsed, the MPU 42 sets a demo command for starting the demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the audio-visual control device 5. Note that the audio-visual control device 5 starts a demo display execution process based on the demo command transmitted from the MPU 42.

[0118] 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 seconds and the interval for repeatedly executing the process in step S305 is 4 msec, the MPU 42 determines that the start waiting period has elapsed when the number of executions of the process in step S305 reaches 7500. Note that the configuration for measuring the start waiting period is arbitrary. For example, the start waiting period may be measured using a real-time clock. Also, when a new game turn starts while the MPU 42 is counting the number of executions of the process in step S305, the value of the count is reset.

[0119] In step S306, the MPU 42 executes electric component support processing for performing drive control of the electric component 261 provided at the lower operation port 26. In this electric component support processing, the MPU 42 executes an electric component release lottery based on the value of the electric component release counter C4 stored in the electric component hold area 443 of the RAM 44, and when winning the electric component release lottery, executes opening / closing processing of the electric component 261. Further, the MPU 42 executes display control of the normal symbol display unit 35 so as to display the result of the electric component release lottery.

[0120] 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 player rotating 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 a game ball with a launch intensity corresponding to the rotation operation amount of the launch handle 16. Further, the power supply / launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 and launches a game ball when predetermined launch conditions are met.

[0121] 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.

[0122] 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.

[0123] When the MPU 42 determines in step S308 that the power failure flag is set, it executes the power-off time 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.

[0124] 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 the timing to execute the next normal processing has arrived, that is, whether 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. 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.

[0125] On the other hand, when the MPU 42 determines that the timing to execute the next normal process has arrived in step S309, that is, when no remaining time has occurred, it starts the next normal process by executing step S301 again.

[0126] <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 when power is turned on. In this startup process, the MPU 42 waits for a predetermined time (for example, about 500 msec) to elapse after power is turned 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.

[0127] In step S402, the MPU 42 determines whether 1 second, which is the permission / prohibition period, has elapsed. When the MPU 42 determines in step S402 that 1 second has not elapsed, it repeatedly executes the process of step S402. Also, when the MPU 42 determines in step S402 that 1 second has elapsed, it executes the processes after step S403.

[0128] Here, the MPU 42 determines whether 1 second has elapsed by counting the number of executions of the process in step S402. For example, when the interval for repeatedly executing the process in step S402 is 0.1 msec, the MPU 42 determines that 1 second has elapsed when the number of executions of the process in step S402 reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.

[0129] In step S403, the MPU 42 permits access to the RAM 44. In step S404, the MPU 42 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 47 is turned on. If the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S404 that the RAM erase switch is not on, it determines in step S405 whether a power outage flag is set in the power outage flag storage area of the RAM 44.

[0130] If the MPU 42 determines in step S405 that the power outage flag is not set, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S405 that the power outage flag is set, it calculates a RAM determination value in step S406. In step S407, the MPU 42 determines whether the RAM judgment value calculated in step S406 is normal or not, thereby confirming the validity of the data stored in the RAM 44. Specifically, the MPU 42 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.

[0131] If the MPU 42 determines in step S407 that the RAM determination value is not normal, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S407 that the RAM determination value is normal, the MPU 42 clears the power outage flag stored in the power outage flag storage area of the RAM 44 in step S408.

[0132] Note that the validity of the data stored in the RAM 44 may be determined by a method different from the method of checking the consistency of the RAM determination value. For example, a keyword may be written in a predetermined area of the RAM 44 during the power-off process, and the validity of the data stored in the RAM 44 may be confirmed by determining whether this keyword has been written normally in the main process.

[0133] As described above, when the MPU 42 determines in step S404 that the RAM erase switch is on, when it determines in step S405 that the power-off flag is not set, or when it determines in step S407 that the RAM determination value is abnormal, the MPU 42 executes the processes after step S409. Specifically, in step S409, the MPU 42 clears the working area of the RAM 44, and in step S410, the MPU 42 executes the initialization of the RAM 44.

[0134] Therefore, for example, the manager of the game arcade can initialize the data stored in the RAM 44 by turning on the power of the pachinko machine 1 while pressing the RAM erase switch at the start of the business of the game arcade. Also, when the pachinko machine 1 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.

[0135] After executing the process of step S408 or step S410, in step S411, the MPU 42 transmits an initial command to the sub-control board (such as the control board of the audio-visual control device 5), and in step S412, the MPU 42 permits the occurrence of timer interrupt processing and then proceeds to the above-described normal process. Note that the sub-control board recognizes that the communication with the main control board 41 is being performed normally by receiving the initial command transmitted in step S411, and executes its own initialization.

[0136] <Game round control process> FIG. 12 is a diagram showing a flowchart of the game round control process. In the game round control process, as shown in FIG. 12, the MPU 42 executes steps S501 to S509. In step S501, the MPU 42 determines whether it is in the opening / closing execution mode. If the MPU 42 determines in step S501 that it is in the opening / closing execution mode, it ends the game round control process without executing the processes after step S502. Therefore, if it is determined that it is in the opening / closing execution mode, the MPU 42 does not start the progress of the game round regardless of whether it detects the winning of game balls into the respective operation ports 25 and 26. Note that the MPU 42 determines whether it is in the opening / closing execution mode by referring to the opening / closing execution mode flag stored in the RAM 44. The same applies to the following respective processes. The MPU 42 sets the opening / closing execution mode flag when shifting to the opening / closing execution mode, and clears the opening / closing execution mode flag when the opening / closing execution mode ends.

[0137] 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.

[0138] First, the game round start processing of steps S503 to S505 will be described. In step S503, the MPU 42 grasps the number of held items stored in the first result display unit holding area Ra and the number of held items stored in the second result display unit holding area Rb, and determines whether the total number CRN of these held items 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.

[0139] 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.

[0140] 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 less than or equal to "0". When the MPU 42 determines in step S601 that the second start hold storage number RbN is less than or equal to "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 or equal to "0", the MPU 42 executes the data setting processing for the second result display unit in steps S607 to S611.

[0141] 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", it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, 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, it preferentially sets the hold information stored in the hold area Rb for the second result display unit for digestion of the game turns 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.

[0142] 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 area 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.

[0143] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is a flag for identifying which of the first result display unit 341 and the second result display unit 342 starts the variable display during the progress of the game round. In this step S605, since the MPU 42 clears the second result display unit flag, it indicates that the variable display is started on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 during the progress of the game round.

[0144] In step S606, the MPU 42 sets a first shift-time command for making the voice and light emission control device 5 recognize that the shift of the hold information has been executed. Then, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift-time command set in step S606 to the voice and light emission control device 5. This first shift-time command includes information for making the voice and light emission control device 5 recognize that the shift of the hold information has been executed for the hold information stored in the hold area Ra for the first result display unit based on the winning of the game ball into the upper operation port 25. Note that the voice and light emission 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 voice and light emission 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.

[0145] 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 storage number RbN in the second result display unit hold area Rb. In step S608, the MPU 42 moves the hold information stored in the second area Rb1 of the second result display unit hold area Rb to the execution area AE. In step S609, the MPU 42 executes a data shift process of shifting the save information stored in the storage area of the save area Rb for the second result display unit. This data shift process is a process of sequentially shifting the save information stored in each area Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 42 shifts the save information of the second area Rb2 to the first area Rb1, shifts the save information of the third area Rb3 to the second area Rb2, and shifts the save information of the fourth area Rb4 to the third area Rb3.

[0146] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In this step S610, since the MPU 42 sets the second result display unit flag, it indicates that when the game round is completed, based on the winning of the game ball into the lower operation port 26, the second result display unit 342 is caused to start variable display.

[0147] In step S611, the MPU 42 sets a second shift-time command for recognizing that the shift of the save information has been executed. Then, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the 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 save information has been executed for the save information stored in the save area Rb for the second result display unit based on the winning of the game ball into the lower operation port 26. Note that the audio-visual control device 5 changes the lighting state of the second save lamp unit 372 and executes a predetermined process based on the second shift-time command transmitted from the MPU 42. This process will be described in detail later. Specifically, the audio-visual control device 5 decreases the number of lit lamps of the second save lamp unit 372 as the number of saved game balls winning in the lower operation port 26 decreases.

[0148] FIG. 14 is a diagram showing a flowchart of the variable start process. In the variable start process, as shown in FIG. 14, the MPU 42 executes steps S701 to S718. In step S701, the MPU 42 determines whether the win / loss lottery mode is the high-probability mode or not. If the MPU 42 determines in step S701 that the win / loss lottery mode is not the high-probability mode, then in step S702, it reads out the win / loss table for the low-probability mode (see FIG. 6(a)) from the win / loss table storage area 431 of the ROM 43. If it determines in step S701 that the win / loss lottery mode is the high-probability mode, then in step S703, it reads out the win / loss table for the high-probability mode (see FIG. 6(b)) from the win / loss table storage area 431 of the ROM 43.

[0149] After executing the process of step S702 or step S703, the MPU 42 executes a win / loss determination process in step S704. In this win / loss determination process, the MPU 42 determines the result of the win / loss lottery (win / loss result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / loss table read out in step S702 or step S703. As described above, the win / loss result is any one of "jackpot win", "special loss result", and "normal loss result", and the same applies whether the win / loss lottery mode is the low-probability mode or the high-probability mode.

[0150] In step S705, the MPU 42 determines whether the win / loss result determined in step S704 is "jackpot win" or not. If the MPU 42 determines in step S705 that the win / loss result is "jackpot win", it executes the processes after step S706. If it determines in step S705 that the win / loss result is not "jackpot win", it executes the processes after step S712.

[0151] First, the processes when the MPU 42 determines in step S705 that the win / loss 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.

[0152] If the MPU42 determines in step S706 that the second result display unit flag is not set in RAM44, this indicates that the first result display unit 341 should start displaying a variable value based on the entry of a game ball into the upper operating port 25, and therefore in step S707, the first allocation table (see Figure 7(a)) is read from the allocation table memory area 432 of ROM43. In contrast, if the MPU 42 determines in step S706 that the second result display unit flag is set in RAM 44, this indicates that the second result display unit 342 should start displaying a variable value based on the entry of a game ball into the lower operating port 26, and therefore in step S708, the second allocation table (see Figure 7(b)) is read from the allocation table memory area 432 of ROM 43.

[0153] After executing the process of step S707 or step S708, the MPU 42 executes allocation determination processing in step S709. In this allocation determination processing, the MPU 42 determines the result of the allocation lottery (allocation result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S707 or step S708.

[0154] In step S710, the MPU 42 executes a stop result setting process for a jackpot result. In this stop result setting process for a jackpot result, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the first result display section 341 or the second result display section 342 of the main display unit 34 according to the allocation result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the main display unit 34 by comparing the allocation result determined in step S709 with a stop result table for a jackpot result stored in advance in the ROM 43. This stop result table for a jackpot result specifies different patterns to be stopped and displayed in the main display unit 34 for each allocation result.

[0155] In step S711, the MPU 42 sets a flag corresponding to the distribution result determined in step S709 in the RAM 44. Specifically, when the MPU 42 identifies that the distribution result is a "low probability result", it sets the low probability result flag; when it identifies that the result is a "non-explicit few-round high probability result", it sets the non-explicit few-round high probability result flag; when it identifies that the result is an "explicit few-round high probability result", it sets the explicit few-round high probability result flag; and when it identifies that the result is the "most favorable result", it sets the most favorable result flag. Then, the MPU 42 executes the processes after step S716. Note that in each of the following processes, the MPU 42 determines the distribution result by referring to these flags.

[0156] 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.

[0157] In step S713, the MPU 42 executes the 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 disconnection flag in the RAM 44. In each of the following processes, the MPU 42 determines whether the pass / fail result is a "special disconnection result" by referring to this special disconnection flag.

[0158] On the other hand, in step S715, the MPU 42 executes a stop result setting process for the normal disconnection result. In this stop result setting process for the normal disconnection 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 disconnection result pre-stored in the ROM 43. The pattern modes set in this stop result table for the normal disconnection 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 disconnection result.

[0159] 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.

[0160] 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.

[0161] When the MPU 42 determines that a reach display occurs, it refers to the reach occurrence display duration table stored in the reach table storage area 433 of the ROM 43 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44. On the other hand, when the MPU 42 determines that a reach display does not occur, it refers to the reach non-occurrence display duration table stored in the reach table storage area 433 of the ROM 43 to determine the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44.

[0162] Specifically, the display duration table for non-reach occurrence is set such that the display duration becomes shorter as the number of held items increases. Therefore, the display duration when digesting the held information related to the upper operation port 25 is set to become shorter as the number of held items related to the upper operation port 25 increases. And the display duration when digesting the held information related to the lower operation port 26 is set to become shorter as the number of held 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 held 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.

[0163] Note that the display duration table for non-reach occurrence may be set in a relationship opposite to the above-described relationship, such as the display duration becoming longer as the number of held items increases, or it may be configured not to vary according to the number of held items and the support mode. Also, a display duration table may be set individually for each of the pass / fail result and the allocation result.

[0164] In step S717, the MPU 42 sets the variable command and the type command. In step S301 of the normal process, the MPU 42 transmits the variable command and the type command set in step S717 to the audio and light emission control device 5. Note that the audio and light emission control device 5 executes a predetermined process based on the variable command and the type command transmitted from the MPU 42. This process will be described in detail later.

[0165] The variable command includes information related to the display duration. Also, the variable command does not include information on whether reach display occurs. Here, as described above, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table. Therefore, even if the information on whether or not a reach display occurs is not included in the variable command, it is possible for the 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.

[0166] 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 distribution result. In other words, the type command includes, as information related to the distribution 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 distribution result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0167] 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, it indicates that when the game rounds are completed, a variable display is started on the first result display unit 341 based on the winning of a game ball into the upper operation port 25. Therefore, 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 into the lower operation port 26, it indicates to start the variable display on the second result display unit 342. Therefore, the variable display is started on the second result display unit 342.

[0168] Returning to the description of the game round control process, with reference to FIG. 12, the game round progress process in steps S506 to S509 will be described. In step S502, the MPU 42 determines whether the main display unit 34 is in the variable display state. If it is determined that the main display unit 34 is in the variable display state, the game round progress process in steps S506 to S509 is executed.

[0169] 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. The value of this display duration counter is updated by subtracting 1 from the previous value each time the timer interrupt process is executed.

[0170] If the 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 the variable display. Then, the MPU 42 ends the game round control process.

[0171] 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 as to display on the main display unit 34 in which the pattern corresponding to this identified information is being variably displayed.

[0172] Here, the pattern that is finally stopped and displayed on the main display unit 34 differs for each type of game result. Therefore, the game hall manager or the like can confirm the game result by visually observing the main display unit 34 when the game round ends. According to this, the game hall manager or the like can easily confirm whether or not an illegal act such as trying to cause the pachinko machine 1 to perform the same behavior as when winning the jackpot lottery has been committed. In addition, the main display unit 34 has a smaller display area compared to the display screen G of the symbol display device 36, and the pattern 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 or not they have won the jackpot by checking the display screen G of the symbol display device 36 instead of the main display unit 34, so the degree of attention to the display screen G can be increased.

[0173] In step S509, the MPU 42 sets a variation end command. In step S301 of the normal process, the MPU 42 transmits the variation end command set in step S509 to the audio-visual control device 5. Then, the MPU 42 ends the game round control process. The sound and light emitting control device 5 executes processing to end the presentation of the game round based on the variation end command transmitted from the MPU 42. Here, the sound and light emitting control device 5 may be configured to end the presentation of the game round independently without needing to receive the variation end command.

[0174] <Game status transition processing> FIG. 15 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 42 executes steps S801 to S814 as shown in FIG. In step S801, the MPU 42 determines whether or not the MPU 42 is in the opening / closing execution mode. If it is determined in step S801 that the MPU is not in the opening / closing execution mode, it executes the processes in step S802 and thereafter. On the other hand, if the MPU 42 determines in step S801 that the opening / closing execution mode is in progress, it executes the processes from step S811 onwards.

[0175] First, the process (the process from step S802 onwards) when it is determined in step S801 that the MPU 42 is not in the opening / closing execution mode will be described. In step S802, the MPU 42 determines whether or not the variable display of the main display unit 34 has ended. If the MPU 42 determines in step S802 that the variable display of the main display unit 34 has not ended, the MPU 42 ends the game state transition process. On the other hand, if the MPU 42 determines in step S802 that the variable display of the main display unit 34 has ended, it determines in step S803 whether the winning / losing result corresponds to a transition to the open / close execution mode. Specifically, the MPU 42 determines whether the winning / losing result is a "jackpot win" or a "special loss result."

[0176] When the MPU42 determines in step S803 that the pass / fail result corresponds to the transition to the opening / closing execution mode, it sets the opening / closing execution mode flag in the RAM44 and then executes the processing after step S804. On the other hand, when the MPU42 determines in step S803 that the pass / fail result does not correspond to the transition to the opening / closing execution mode (when the pass / fail result is determined to be a "normal deviation result"), it ends the game state transition process.

[0177] In step S804, the MPU42 determines whether the pass / fail result is a "special deviation result". When the MPU42 determines in step S804 that the pass / fail result is a "special deviation result", in step S805, it sets "2" in the opening / closing counter SOC provided in each counter area 441 of the RAM44. This opening / closing counter SOC is a counter for the MPU42 to specify the total number of times the big winning opening 271 of the variable winning device 27 is opened / closed when transitioning to the opening / closing execution mode.

[0178] On the other hand, when the MPU42 determines in step S804 that the pass / fail result is not a "special deviation result", that is, when the pass / fail result is determined to be a "big win 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").

[0179] When the MPU42 determines in step S806 that the allocation result is a few-round high-probability result, in step S807, it sets "2" in the round counter RC provided in each counter area 441 of the RAM44. Also, when the MPU42 determines in step S806 that the allocation result is not a few-round high-probability result, that is, when the allocation result is determined to be a "low-probability result" or "most advantageous result", in step S808, it sets "15" in the round counter RC. This round counter RC is a counter for the MPU42 to specify the number of round games when transitioning to the opening / closing execution mode.

[0180] Here, the pachinko machine 1 has a plurality of opening / closing execution modes with mutually different end conditions. Specifically, as the opening / closing execution modes, the pachinko machine 1 has a round number regulation mode that shifts when the winning / losing result is "big win", and an opening / closing number regulation mode that shifts when the winning / losing result is "special losing result".

[0181] The round number regulation mode ends on the condition that a predetermined number of rounds of round games have been executed. Here, the number of rounds of the round game corresponds to the value set in the round counter RC. The opening / closing number regulation mode ends on the condition that the opening / closing of the big winning opening 271 has been executed a predetermined total number of times, or that a predetermined number of game balls have won in the big winning opening 271. Here, the total number of times of opening / closing of the big winning opening 271 corresponds to the value set in the opening / closing counter SOC. This opening / closing number regulation mode does not end on the condition of the number of times of execution of the round game.

[0182] 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 continuous time (upper limit continuous period) (2) The total number of game balls winning in the big winning opening 271 reaches a predetermined upper limit number

[0183] 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.

[0184] In this way, when the MPU 42 determines in step S803 that the pass / fail result corresponds to the transition to the opening execution mode, it sets the opening standby time in the timer counter T regardless of the type of game result. In other words, the opening standby time is the same regardless of the type of game result. Note that the opening standby time is not limited to this. For example, it may be configured to be slightly different according to the type of game result to the extent that it is recognized as the same by the player. Also, for example, the opening standby time may be configured to be significantly different according to the type of game result, such as when the game result is a "low probability result" or a "most advantageous result" and when it is other game results.

[0185] In step S810, the MPU 42 sets an opening command. Then, the MPU 42 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the opening execution mode. The MPU 42 transmits the opening command set in step S810 to the audio-visual control device 5 in step S301 of the normal process. Note that the audio-visual control device 5 recognizes the transition to the opening execution mode based on the opening command transmitted from the MPU 42 and executes a predetermined process. This process will be described in detail later.

[0186] 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.

[0187] 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.

[0188] 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 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.

[0189] 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.

[0190] 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.

[0191] 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".

[0192] When the MPU 42 determines in step S1001 that the pass / fail result is a "special miss result", in step S1002, it sets "8" in the winning counter PC provided in the various counter areas 441 of the RAM 44, and in step S1003, it sets "85" in the timer counter T. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 sec.

[0193] On the other hand, when the MPU 42 determines in step S1001 that the pass / fail result is not a "special miss result", in step S1004, it sets "8" in the winning counter PC, and in step S1005, it determines whether or not the distribution result is a small round high probability result ("non-explicit small round high probability result" or "explicit small round high probability result").

[0194] When the MPU 42 determines in step S1005 that the distribution result is a small round high probability result, in step S1003 described above, it sets "85" in the timer counter T. On the other hand, when the MPU 42 determines in step S1005 that the distribution result is not a small number of rounds of high probability results, 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.

[0195] 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 the drive control of the variable winning drive unit 273. Then, the MPU 42 ends the big winning opening process.

[0196] Note that the value set in the winning counter PC in step S1002 or step S1004 defines the upper limit of the total number of winning game balls into the big winning opening 271. Here, in this reference embodiment, the MPU 42 sets the same value (in this reference embodiment, "8") in the winning counter PC when it determines in step S1001 that the pass / fail result is a "special miss result" and when it determines that it is not a "special miss result", but different values may be set in the winning counter PC.

[0197] Also, the value set in the timer counter T in step S1003 or step S1006 defines the upper limit continuous time until the opening and closing door 272 is set to the closed state again after being set to the open state. Therefore, as described above, the MPU 42 sets two types of upper limit continuous times with different lengths by setting "85" or "15000" in the timer counter T. Specifically, the MPU 42 sets a long-time mode (long-term mode) with the upper limit continuous time set to 30 seconds and a short-time mode (short-term mode) with the upper limit continuous time set to 0.17 seconds, which is shorter than that of the long-time mode.

[0198] Here, as described above, the pachinko machine 1 causes the game ball launching mechanism 49 to launch a game ball by exciting the solenoid of the game ball launching mechanism 49 at a cycle of 0.6 seconds. Also, as described above, the MPU 42 sets "8" in the winning counter PC, thereby setting the upper limit of the total number of game balls winning the big winning opening 271 to 8 balls. Therefore, since the upper limit duration 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 duration 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 specifically, 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.

[0199] 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. Also, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the audio / light emission control device 5. Then, the MPU 42 ends the big winning opening opening / closing process. Note that the audio / light emission control device 5 recognizes that the opening / closing door 272 has been set to the open state based on the opening command transmitted from the MPU 42, and executes predetermined processing.

[0200] Next, the processing (processing 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 "0" or less. 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.

[0201] If the MPU 42 determines in step S906 that the value of the timer counter T is not "0" or less, 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 "0" or less, it executes the processes after step S918.

[0202] First, in step S906, the process when the MPU 42 determines that the value of the timer counter T is not "0" or less (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.

[0203] 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.

[0204] In step S909, the MPU 42 determines whether the value of the winning counter PC is "0" or less. If the MPU 42 determines in step S909 that the value of the winning counter PC is not "0" or less, it ends the big winning opening opening / closing process. On the other hand, if the MPU 42 determines in step S909 that the value of the winning counter PC is equal to or less than "0," it executes a closing execution process in step S910. In this closing execution process, the MPU 42 executes drive control of the variable winning drive unit 273 to set the opening / closing door 272 to a closed state.

[0205] In step S911, the MPU 42 sets a close command. The MPU 42 transmits the close command set in step S911 to the audio and light emission control device 5 in step S301 of the normal processing. The audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the closed state based on the close command sent from the MPU 42, and executes a predetermined process.

[0206] In step S912, the MPU 42 determines whether the winning / losing result is a "special losing result." If the MPU 42 determines in step S912 that the winning / losing result is a "special losing result," it executes the processing from step S923 onwards, which will be described later.

[0207] On the other hand, if the MPU 42 determines in step S912 that the winning / losing result is not a "special losing result," it executes the processing from step S913 onwards. In step S913, the MPU 42 updates the value of the round counter RC by subtracting 1 from the value of the round counter RC.

[0208] In step S914, the MPU 42 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S914 that the value of the round counter RC is not equal to or less than "0," then in step S915, the MPU 42 sets the value of the timer counter T to "500." Thereafter, the MPU 42 ends the big prize opening opening and closing process.

[0209] Here, the value set for the timer counter T in step S915 defines the opening standby time from when the opening / closing door 272 is set to the open state, then set to the closed state, and then set to the open state again. In this reference embodiment, the opening standby time is 1 sec. This opening standby time is the same regardless of the type and progress status of the opening / closing execution mode.

[0210] 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 processes after step S916. In step S916, the MPU 42 sets "2000" as the standby time (waiting period) for ending to the timer counter T. As described above, the value set for this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the standby time for ending is 4 sec. Note that the standby time for ending is not limited to this and is arbitrary.

[0211] The standby time for ending is the same regardless of the type of game result, similar to the standby time for opening. That is, this standby time for ending is the same regardless of the type of opening / closing execution mode. Note that the standby time for ending is not limited to this. For example, it may be configured to be slightly different according to the type of game result to the extent that it is recognized as the same by the player. Also, for example, the standby time for ending may be configured to be significantly different according to the type of game result, such as being very different between the case of a "low probability result" or "most advantageous result" game result and the case of other game results.

[0212] In step S917, the MPU 42 sets an ending command. In step S301 of the normal process, the MPU 42 transmits the ending command set in step S917 to the audio / light emission control device 5. After that, the MPU 42 ends the big winning opening / closing process. Note that the voice and light control device 5 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU 42 and executes predetermined processing.

[0213] 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 the closing command in the same manner as in step S911 described above.

[0214] In step S920, the MPU 42 determines whether or not the pass / fail result is a "special miss result". If the MPU 42 determines in step S920 that the pass / fail result is not a "special miss result", that is, if it determines that the pass / fail result is a "big win", it executes the processing after step S921. On the other hand, if the MPU 42 determines in step S920 that the pass / fail result is a "special miss result", it executes the processing after step S923.

[0215] First, the processing (processing after step S921) when it is determined in step S920 by the MPU 42 that the pass / fail result is not a "special miss result" will be described. In step S921, the MPU 42 updates the value of the round counter RC by subtracting 1 from it.

[0216] In step S922, the MPU 42 determines whether or not the value of the round counter RC is "0" or less. If the MPU 42 determines in step S922 that the value of the round counter RC is not "0" or less, it executes the processing after step S915 described above. On the other hand, if the MPU 42 determines in step S922 that the value of the round counter RC is "0" or less, it executes the processing after S916 described above.

[0217] Next, the processing after step S923 when it is determined at the MPU 42 that the determination result is a "special out 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.

[0218] In step S924, the MPU 42 determines whether the value of the open / close counter SOC is "0" or less. When the MPU 42 determines in step S924 that the value of the open / close counter SOC is not "0" or less, the MPU executes the processing after step S915 described above. On the other hand, when the MPU 42 determines in step S924 that the value of the open / close counter SOC is "0" or less, the MPU executes the processing after S916 described above.

[0219] 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.

[0220] When the MPU 42 determines in step S812 that at least one of the value of the open / close counter SOC and the value of the round counter RC is not "0" or less, the game state transition process ends. On the other hand, when the MPU 42 determines in step S812 that both the value of the open / close counter SOC and the value of the round counter RC are "0" or less, the MPU determines in step S813 whether the value of the timer counter T is "0" or less.

[0221] When the MPU 42 determines in step S813 that the value of the timer counter T is not "0" or less, the game state transition process ends. On the other hand, if the MPU 42 determines in step S813 that the value of the timer counter T is equal to or less than "0," then in step S814, it clears the open / close execution mode in progress flag stored in the RAM 44, and then executes transition processing at the end of the open / close execution mode. Thereafter, the MPU 42 ends the game state transition processing. The transition process when the opening / closing execution mode ends will be described in detail below.

[0222] FIG. 18 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 42 executes steps S1101 to S1112 as shown in FIG. In step S1101, the MPU 42 determines whether the allocation result is the "most advantageous result" or the "explicit few-round high-probability result."

[0223] If the MPU 42 determines in step S1101 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes from step S1102 onwards. On the other hand, if the MPU 42 determines in step S1101 that the allocation result is not the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes in and after step S1105.

[0224] First, the process (the process from step S1102 onwards) when the MPU 42 determines in step S1101 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result" will be described. In step S1102, the MPU 42 sets a 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. As a result, the MPU 42 sets the support mode to the high frequency support mode.

[0225] In step S1103, the MPU 42 clears the number 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 until at least a "big win" occurs in the win / loss lottery.

[0226] 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.

[0227] 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, and the special miss flag. Also, in step S701 of the above-described variation start process, the MPU 42 determines whether the win / loss lottery mode is the high-probability mode by determining whether the high-probability mode flag is set in the RAM 44.

[0228] 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 "non-explicit few-round high-probability result".

[0229] If the MPU 42 determines in step S1105 that the distribution result is "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 "non-explicit few-round high-probability result", it executes the processing after step S1108.

[0230] First, regarding the processing (processing after step S1106) when it is determined at step S1105 by the MPU 42 that the distribution result is a "non-explicit few-round high-probability result", an explanation will be given. At step S1106, the MPU 42 determines whether a high-frequency support flag is set in the RAM 44.

[0231] If the MPU 42 determines at 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 at step S1106 that the high-frequency support flag is not set in the RAM 44, at 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" is achieved in the win / loss lottery. After that, the MPU 42 ends the transition processing at the end of the open / close execution mode.

[0232] Next, regarding the processing (processing after step S1108) when it is determined at step S1105 by the MPU 42 that the distribution result is not a "non-explicit few-round high-probability result", an explanation will be given. At step S1108, the MPU 42 determines whether the distribution result is a "low-probability result".

[0233] If the MPU 42 determines at 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 at step S1108 that the distribution result is a "low-probability result", it executes the processing after step S1109.

[0234] In step S1109, the MPU 42 clears the high-probability mode flag. As a result, 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 distribution result becomes other than "low-probability result".

[0235] 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. As a result, 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.

[0236] Here, the high-frequency support mode continues until 100 game plays, 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 plays, it clears the high-frequency support flag and the count limit flag. As a result, 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.

[0237] In this way, 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.

[0238] 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.

[0239] 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.

[0240] Moreover, 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.

[0241] 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.

[0242] <Electrical Configuration of Audio-Visual Control Device> FIG. 19 is a block diagram showing the electrical configuration of the audio-visual control device. As shown in FIG. 19, the audio-visual control device 5 includes an audio-visual control board 51, an MPU 52 mounted on the audio-visual control board 51, and a ROM 53 and a RAM 54 that constitute the MPU 52. Here, the MPU 52 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally chip-formed in addition to the ROM 53 and the RAM 54.

[0243] The ROM 53 is a memory for storing various control programs and fixed-value data, and is a non-volatile storage means that does not require external power supply for retaining the stored information. The RAM 54 is a memory for temporarily storing various data, etc. when executing the control programs stored in the ROM 53, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 54 has various areas such as a command list storage area 541, various counter areas 542, and a sub-side pending information storage area 543. These areas will be described in detail later.

[0244] 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. Also, the input port of the MPU 52 is connected to the push button 142. The output port of the MPU 52 is connected to various lamp units 124, 371 to 373, the speaker unit 125, and the 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 and information input from the push button 142 when operated by the player. Also, the MPU 52 transmits the commands as a result of analyzing these commands to the display control device 6. Note that the audio 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.

[0245] 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.

[0246] The first sub-side reserved area SRa provided as the first sub-side acquired information storage means includes four storage areas: a first area SRa1 to a fourth area SRa4. Each of the areas SRa(1) to SRa(4) 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.

[0247] The MPU 52 stores the normal reservation information or the advance reservation information in the areas SRa(1) to SRa(4) 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 SRa(1) → the second area SRa(2) → the third area SRa(3) → the fourth area SRa(4).

[0248] In this way, the first sub-side reserve area SRa has four storage areas, so that up to four pieces of sub-side reserve information based on the first reserve occurrence command can be reserved. The first sub-side reserve area SRa also has a storage area for writing the number of reserved items stored in each of the areas SRa1 to SRa4.

[0249] The second sub-side reservation area SRb provided as the second sub-side acquired information storage means has four storage areas, a first area SRb1 to a fourth area SRb4. Each of the areas SRb1 to SRb4 has a storage capacity that can store normal hold information for generating a normal hold and advance notice hold information for generating an advance notice hold. The normal hold information for generating a normal hold and the advance notice hold information for generating an advance notice hold will be described in detail later.

[0250] The MPU 52 stores the normal hold information or the advance notice hold information as the sub-side hold information in each of the areas SRb1 to SRb4 in chronological order in accordance with the reception of the second hold generation command. Specifically, when the MPU 52 receives the second hold generation command transmitted from the MPU 42, it stores the sub-side hold information in chronological order in the first area SRb1 → the second area SRb2 → the third area SRb3 → the fourth area SRb4.

[0251] In this way, the second sub-side reserve area SRb has four storage areas, so that up to four pieces of sub-side reserve information based on the second reserve occurrence command can be reserved. In addition, the second sub-side reserve area SRb has a storage area for writing the number of reserved items stored in each of the areas SRb1 to SRb4.

[0252] The execution area SAE is an area for moving the sub-side reserved information stored in the memory area of the first sub-side reserved area SRa or the second sub-side reserved area SRb when starting the variable display of the pattern display device 36.

[0253] <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 chip-formed in addition to the program ROM 63 and the work RAM 64. Note that the MPU 62, the VDP 65, the character ROM 66, and the video RAM 67 are mounted on the display control board 61.

[0254] The MPU 62 analyzes the commands transmitted from the audio light emission control device 5, and performs predetermined arithmetic processing based on these commands to execute the control of the VDP 65. Specifically, the MPU 62 executes the control of the VDP 65 by generating commands for the VDP 65.

[0255] The program ROM 63 is a memory for storing various control programs and fixed-value data, and is a non-volatile storage means that does not require 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.

[0256] 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 formed as an IC chip, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. 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.

[0257] 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 at each dot of the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the symbol display device 36, and the display content of the symbol display device 36 is changed by rewriting the content of this video RAM 67.

[0258] This video RAM 67 includes a development buffer 68 and a frame buffer 69. As described above, the VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the development buffer 68. Also, the VDP 65 creates drawing data for one frame in the frame buffer 69 using (or by processing) the image data stored in the development buffer 68. Note that the drawing data for one frame refers to the data necessary for displaying the image on the display screen G of the symbol display device 36 at one update timing in a configuration where the image is updated at a predetermined update timing.

[0259] 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.

[0260] Each of the frame areas 691 and 692 is set to a capacity capable of storing drawing data for one frame. Specifically, each of the frame areas 691 and 692 includes a number of unit areas corresponding to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color to display. More specifically, each unit area adopts a full-color system and enables setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of 1 byte (8 bits) for each of the RGB colors and has a storage capacity of at least 3 bytes in total.

[0261] When drawing to the symbol display device 36 is being executed using the drawing data created in one of the frame areas (for example, the first frame area 691), the VDP65 executes creation of the drawing data to be used next for the other frame area (for example, the second frame area 692). That is, the frame buffer 69 adopts a double-buffer system.

[0262] 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 transfers the drawing data 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.

[0263] <Regarding the timer interrupt process executed by the voice and light control device> FIG. 22 is a diagram showing a flowchart of the timer interrupt process executed by the voice and light control device. The MPU 52 of the voice and light control device 5 executes a timer interrupt process for advancing the game. In this timer interrupt process, as shown in FIG. 22, the MPU 52 periodically (for example, at a cycle of 2 msec) executes steps S2001 to S2006.

[0264] In step S2001, the MPU 52 executes a command storage process. In this command storage process, when the MPU 52 receives a command from the MPU 42, it stores the command in the RAM 54. Specifically, the RAM 54 has a ring buffer for storing and reading commands transmitted from the MPU 42, and the MPU 52 stores the commands in the ring buffer in the order transmitted from the MPU 42. Note that the MPU 52 reads commands from the ring buffer in the order in which they are stored in the ring buffer.

[0265] In step S2002, the MPU 52 executes a hold determination process based on the command transmitted from the MPU 42. In the hold determination process, the MPU 52 determines the occurrence of a hold symbol, the shift of the hold symbol, etc. This hold determination process will be described in detail later. In step S2003, the MPU 52 executes a production determination process based on the command transmitted from the MPU 42. In the production determination process, the MPU 52 determines productions for game use, productions for the opening / closing execution mode, etc. This production determination process will be described in detail later. In step S2004, the MPU 52 executes a production execution process based on the contents of the hold determination process in step S2002 and the production determination process in step S2003. Specifically, in the production execution process, the MPU 52 executes light emission control of the various lamp units 124, 371 to 373 and executes voice control of the speaker unit 125.

[0266] 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.

[0267] 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, and if it is determined that the timing to transmit the various commands to the display control device 6 has arrived, it transmits that command to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.

[0268] <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, etc. In this hold determination process, the MPU 52 executes steps S2101 to S2104 as shown in FIG. 23.

[0269] 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 MPU 52 determines in step S2101 that it has received a hold generation command, it executes a hold generation process in step S2102. In this hold generation process, the MPU 52 stores sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold generation command. This hold generation process will be described in detail later.

[0270] After executing the process of step S2102, or if it is determined in step S2101 that the hold generation command has not been received, the MPU 52 executes the processes of step S2103 and subsequent steps. In step S2103, the MPU 52 determines whether or not a pending shift command (first shift command or second shift command) transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2103 that the hold shift command has not been received, it ends the hold determination process. On the other hand, if the MPU 52 determines in step S2103 that it has received a hold shift command, it executes hold shift processing in step S2104. In this hold shift processing, the MPU 52 shifts the sub-side hold information stored in the sub-side hold information storage area 543 based on the contents of the hold shift command. This hold shift processing will be described in detail later. Thereafter, the MPU 52 ends the hold determination processing.

[0271] <Pending occurrence processing> FIG. 24 is a flowchart illustrating the reservation generation process. In the hold occurrence processing, the MPU 52 executes steps S2201 to S2209 as shown in Fig. 24. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold occurrence command.

[0272] In step S2201, the MPU 52 determines whether or not the first hold occurrence command transmitted from the MPU 42 has been received. When the MPU52 determines in step S2201 that it has received the first suspension generation command, in step S2202, it grasps 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 storage number SRaN in a predetermined storage area in the first sub-side suspension area SRa. After that, the MPU52 executes the processes after step S2204.

[0273] On the other hand, when the MPU52 determines in step S2201 that it has not received the first suspension generation command (when it determines that it has received the second suspension generation command), in step S2203, it grasps 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 storage number SRbN in a predetermined storage area in the second sub-side suspension area SRb. After that, the MPU52 executes the processes after step S2204.

[0274] After executing the process of step S2202 or step S2203, in step S2204, the MPU52 adds 1 to the value of its sub-side start suspension storage number SN (SRaN or SRbN) and updates it.

[0275] In step S2205, the MPU52 executes a lottery process for the advance suspension. In this lottery process for the advance suspension, the MPU52 executes a lottery on whether to generate an advance suspension. Specifically, the MPU52 executes a lottery on whether to generate an advance suspension by using the value of the advance suspension generation counter. The advance suspension generation counter is provided in various counter areas 542 of the RAM54.

[0276] Here, the advance suspension is a suspension that executes a preview display that changes the type of suspension pattern, etc., to notify the player of the expectancy of the suspension, or a preview display that generates a preview effect that notifies the player of the expectancy of the suspension by means of an effect of the game turn based on a suspension that is cleared before that suspension.

[0277] 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 a table for notice reservation occurrence. The table for notice reservation occurrence is a table that stores random number values related to the occurrence of notice reservations and is stored in the ROM 53.

[0278] 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 to generate a notice reservation, it executes a notice reservation occurrence process in step S2207. In this notice reservation occurrence process, the MPU 52 executes a process for generating a notice reservation. Also, based on the content of this notice reservation occurrence process, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the effect execution process of step S2004 described above.

[0279] 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. Here, the notice reservation information includes information related to the result of the lottery for jackpot occurrence (win / loss result) and information related to the result of the lottery for determining whether to generate a reach display (reach occurrence lottery). Note that the MPU 52 includes, in the advance reservation information, information related to the result (win / loss result) of the lottery (win / loss lottery) for jackpot occurrence and information related to the result of the lottery (reach lottery) for determining whether to generate a reach display, based on the first hold occurrence command and the second hold occurrence command.

[0280] For example, when the MPU 52 sets the first sub-side start hold memory 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 hold area SRa, that is, the storage 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 advance reservation information in the fourth area SRa4, which is the storage area corresponding to "4" of the first sub-side start hold memory number SRaN updated in step S2204.

[0281] Also, for example, when the MPU 52 sets the second sub-side start hold memory number SRbN in step S2203, it stores the advance reservation information in the first storage area among the free storage areas of the second sub-side hold area SRb, that is, the storage 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 advance reservation information in the fourth area SRb4, which is the storage area corresponding to "4" of the second sub-side start hold memory number SRbN updated in step S2204.

[0282] On the other hand, when the MPU 52 determines not to generate an advance reservation in step S2206, in step S2208, it executes a normal hold generation process. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Also, based on the content of this normal hold generation process, 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.

[0283] Specifically, the MPU 52 stores the normal reservation information in the storage area corresponding to the first storage area among the free storage areas of the sub-side reservation area, that is, the sub-side start reservation count SN updated in step S2204. Here, the normal reservation information includes information related to the result (win / loss result) of the lottery for jackpot occurrence (win / loss lottery) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery). Therefore, the sub-side reservation information (advance reservation information and normal reservation information) includes information related to the result (win / loss result) of the lottery for jackpot occurrence (win / loss lottery) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery). Note that the MPU 52 includes, in the normal reservation information, information related to the result (win / loss result) of the lottery for jackpot occurrence (win / loss lottery) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery) based on the first reservation generation command and the second reservation generation command.

[0284] For example, when the MPU 52 sets the first sub-side start reservation count SRaN in step S2202, it stores the normal reservation information in the storage area corresponding to the first storage area among the free storage areas of the first sub-side reservation area SRa, that is, the first sub-side start reservation count SRaN updated in step S2204. For example, when the MPU 52 sets "3" in the first sub-side start reservation count SRaN in step S2202, it stores the normal reservation information in the fourth area SRa4, which is the storage area corresponding to "4" of the first sub-side start reservation count SRaN updated in step S2204.

[0285] 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.

[0286] 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.

[0287] The MPU 62 of the display control device 6 reads out a data table for executing the generation of a notice hold or a normal hold on the symbol display device 36 based on the hold display generation 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. Also, the VDP 65 creates drawing data in 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 or a normal hold symbol on the display screen G to notify the player of the occurrence of a notice hold or a normal hold.

[0288] <Hold Shift Process> FIG. 25 is a flowchart of the reserved shift process. As described above, the MPU 52 of the audio and light emission control device 5 executes the hold shift process in step S2104 of the hold determination process. In this hold shift process, the MPU 52 executes steps S2301 to S2308 as shown in Fig. 25. Specifically, the MPU 52 shifts the sub-side hold information stored in the sub-side hold area based on the contents of the hold shift command.

[0289] In step S2301, the MPU 52 determines whether or not the first shift command transmitted from the MPU 42 has been received. If MPU52 determines in step S2301 that it has received a first shift command, it executes data setting processing for the first sub-side reserve area SRa in steps S2302 to S2304, and if it determines in step S2301 that it has not received a first shift command (if it determines that it has received a second shift command), it executes data setting processing for the second sub-side reserve area SRb in steps S2305 to S2307.

[0290] First, the data setting process for the first sub-side reservation area SRa in steps S2302 to S2304 will be described. In step S2302, the MPU 52 subtracts 1 from the value of the first sub-side start pending storage number SRaN in the first sub-side pending area SRa to update it. In step S2303, the MPU 52 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 MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of the first sub-side reserved area SRa. This data shift process is a process to sequentially shift the sub-side reserved information stored in each of the areas SRa1 to SRa4 to the first area SRa1. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.

[0291] Next, the data setting process for the second sub-side reservation area SRb in steps S2305 to S2307 will be described. In step S2305, the MPU 52 subtracts 1 from the value of the second sub-side start pending memory number SRbN in the second sub-side pending area SRb to update it. In step S2306, the MPU 52 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 MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of the second sub-side reserved area SRb. This data shift process is a process to sequentially shift the sub-side reserved information stored in each of the areas SRb1 to SRb4 to the first area SRb1. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRb2 to the first area SRb1, shifts the sub-side reserved information in the third area SRb3 to the second area SRb2, and shifts the sub-side reserved information in the fourth area SRb4 to the third area SRb3.

[0292] After executing the process of step S2304 or step S2307, the MPU 52 sets a suspended display shift command in step S2308. Then, the MPU 52 stores the suspended display shift command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side suspended information stored in the sub-side suspended information storage area 543 is included in the suspended display shift command stored in the command list storage area 541 of the RAM 54. This suspended display shift command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0293] The MPU 62 of the display control device 6 reads out a data table for executing the shift of normal suspension and preview suspension on the symbol display device 36 based on the suspended display shift command transmitted from the MPU 52 from the program ROM 63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of normal suspension and preview suspension by displaying it on the display screen G.

[0294] FIG. 26 is a diagram showing a preview suspension symbol and a normal suspension symbol displayed on the display screen of the symbol display device. As shown in FIG. 26, the MPU 62 displays on the display screen G pedestals B11 to B14 provided corresponding to the four storage areas of the first area SRa1 to the fourth area SRa4 of the first sub-side suspension area SRa, pedestals B21 to B24 provided corresponding to the four storage areas of the first area SRb1 to the fourth area SRb4 of the second sub-side suspension area SRb, and an execution pedestal AB provided between the pedestals B11 and B21 corresponding to the execution area SAE.

[0295] The first storage lamp units 371 are provided from left to right to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. On the other hand, the bases B11 to B14 are provided from right to left to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. The second holding lamp units 372 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb. Similarly, the bases B21 to B24 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb.

[0296] The bases B11 to B14, the bases B21 to B24, and the execution base AB notify the player of the occurrence of a notice hold or a normal hold by placing a notice hold pattern or a normal hold pattern thereon. Specifically, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the first sub-side hold area SRa, it places a white spherical image, which is the normal hold image, on bases B11 to B14. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that advance hold information is stored in the memory area of the first sub-side hold area SRa, it places a flashing white sphere image, which is an advance hold image, on the bases B11 to B14.

[0297] In addition, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the second sub-side hold area SRb, it places a white spherical image, which is the normal hold image, on bases B21 to B24. When the 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 the MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on the pedestals B21 to B24.

[0298] Furthermore, when the 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 the MPU52, it places a white sphere pattern, which is a normal hold pattern, on the execution pedestal AB. When the 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 the MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on the execution pedestal AB.

[0299] Here, in the example of FIG. 26, the MPU62 places a normal hold pattern on the pedestals B11 and B12, a preview hold pattern on the pedestal B13, and a normal hold pattern on the execution pedestal AB. Also, in this example, the MPU62 places a normal hold pattern on the pedestal B21. Also, in this example, the MPU62 does not place a pattern on the pedestals B14 and B22 to B24. Note that in this reference embodiment, the patterns for normal hold and preview hold are different from each other, but they may be the same. Also, in this reference embodiment, the MPU62 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.

[0300] <Regarding the effect determination process executed by the audio and light control device> FIG. 27 is a diagram showing a flowchart of the effect determination process. The MPU52 of the audio and light control device 5 executes an effect determination process to execute effects for game use, effects for the opening / closing execution mode, and the like. In this effect determination process, as shown in FIG. 27, the MPU52 executes steps S2401 to S2413.

[0301] In step S2401, the MPU 52 determines whether or not the variation command and the type command transmitted from the MPU 42 have been received. If it is determined in step S2401 that no command has been received, the MPU 52 executes the processes in and after step S2409. In contrast, if the MPU 52 determines in step S2401 that it has received each command, it determines in step S2402 whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.

[0302] If the MPU 52 determines in step S2402 that the gaming result is a "most advantageous result" or a "low probability result," it executes a symbol determination process corresponding to the type of gaming result in step S2403. In this symbol determination process, if the MPU 52 determines that the gaming result is a "most advantageous result," it determines information related to a combination of symbols having the same odd numbers or the same even numbers as a stop result to be finally stopped and displayed on the activated line L, and if the MPU 52 determines that the gaming result is a "low probability result," it determines information related to a combination of symbols having the same even numbers as a stop result to be finally stopped and displayed on the activated line L. The odd and even numbers are determined randomly by lottery or the like.

[0303] In contrast, if the MPU 52 determines in step S2402 that the game result is not the "most advantageous result" or the "low probability result," then in step S2404 it determines whether the game result is a "normal loss result" based on the content of the type command. When the MPU52 determines in step S2404 that the game result is not a "normal miss result", that is, when the game result is any of a "special miss result", a "non-explicit few-round high-probability result", and an "explicit few-round high-probability result", in step S2405, it executes a common symbol determination process. In this common symbol determination process, the MPU52 determines information related to a special combination of symbols as the stop result that is finally stopped and displayed on the valid line L. Specifically, the MPU52 determines a special combination of symbols (for example, "3·4·1") that have different numbers from each other and are not selected when a "normal miss result" occurs in the pass / fail lottery, rather than a combination of symbols with the same number. Note that this special combination of symbols is the same regardless of the type of game result.

[0304] On the other hand, when the MPU52 determines in step S2404 that the game result is a "normal miss result", in step S2406, it executes a symbol determination process for normal misses. In this symbol determination process for normal misses, the MPU52 determines whether or not a reach display occurs based on the content of the variable command.

[0305] 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 that is 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 above-described combinations of each symbol as the stop result that is finally stopped and displayed on the valid line L. Specifically, the MPU52 randomly determines a combination of symbols that is different from any of the combination of symbols with the same number, the special combination of symbols, and the combination of symbols of the reach display by lottery or the like.

[0306] After executing any one of the processes in step S2403, step S2405, and step S2406, the MPU 52 executes a production pattern determination process in step S2407. In this production pattern determination process, 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, as the production pattern, the production duration (production period) and the content of the production. In step S2407, the MPU 52 also executes a lottery as to whether to generate a preview display such as displaying a predetermined character or the like as a moving image on the display screen G based on, for example, causing the player to press the push button 142.

[0307] Also, based on the selected production pattern, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the production execution process of step S2004 described above.

[0308] In step S2408, the MPU 52 sets a variation start command and a stop result command including information related to the stop result determined in any one of the processes in step S2403, step S2405, and step S2406. Then, the MPU 52 stores the variation start command and the stop result command in the command list stored in the command list storage area 541 of the RAM 54. These variation start command and stop result command are transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0309] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for starting the variable display and displaying the stop result on the pattern display device 36 based on the variable display start command and the stop result command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 starts the variable display and then finally displays the stop result determined by the MPU 52 on the active line L.

[0310] 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 MPU 52 executes the processes of step S2409 and subsequent steps. In step S2409, the MPU 52 determines whether or not an opening command has been received.

[0311] If it is determined in step S2409 that the opening command has not been received, the MPU 52 executes the processes in and after step S2413. On the other hand, if it is determined in step S2409 that an opening command has been received, the MPU 52 determines the type of game result based on the content of the opening command in step S2410.

[0312] In step S2411, the MPU 52 executes a process of determining a presentation for the opening / closing execution mode corresponding to the type of game result determined in step S2410. In the process of determining the presentation for the opening / closing execution mode, when the MPU 52 determines in step S2410 that the game result is a "special losing result" or a "non-explicit few-round high-probability result", the MPU 52 selects Presentation A as the presentation for the opening / closing execution mode. Also, when the MPU 52 determines that the game result is an "explicit few-round high-probability result", the MPU 52 selects Presentation B as the presentation for the opening / closing execution mode. Further, when the MPU 52 determines that the game result is the "most advantageous result", the MPU 52 selects Presentation C or Presentation D as the presentation for the opening / closing execution mode. Also, when the MPU 52 determines that the game result is a "low-probability result", the MPU 52 selects Presentation D as the presentation for the opening / closing execution mode. Note that the durations of Presentation A and Presentation B correspond to the time when the opening / closing of the big winning opening 271 is executed twice in a short-time mode during the opening / closing execution mode. Also, the durations of Presentation C and Presentation D correspond to the time when the opening / closing of the big winning opening 271 is executed 15 times in a long-time mode during the opening / closing execution mode.

[0313] Also, based on the selection results of Presentations 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 presentation execution process of step S2004 described above.

[0314] In step S2412, the MPU 52 sets an opening / closing execution mode command including information related to the presentation for the opening / closing execution mode selected in step S2411. Then, the MPU 52 stores the opening / closing execution mode command in the command list stored in the command list storage area 541 of the RAM 54. This opening / closing execution mode command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0315] The MPU 62 of the control device 6 reads out from the program ROM 63 a data table for executing the effect for the opening / closing execution mode at the symbol display device 36 based on the command for the opening / closing execution mode transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Also, the VDP 65 creates drawing data 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 MPU 52 of the sound and light control device 5.

[0316] After executing the process of step S2412, or when it is determined in step S2409 that the opening command has not been received, the MPU 52 executes the processes after step S2413. In step S2413, the MPU 52 executes other processes. In the other processes, the MPU 52 executes, for example, processes for advancing the effect for the opening / closing execution mode based on the release command, closing command, and ending command transmitted from the MPU 42. Then, the MPU 52 ends the effect determination process.

[0317] <Regarding the relationship between the game result and the game state, etc.> Hereinafter, the relationship between the game result and the game state, etc. 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, etc. Specifically, FIG. 28 is a diagram showing the relationship between the game result (excluding the "normal miss result") and the game state, etc., with the game results arranged in the column direction and the game state, etc. arranged in the row direction. As shown in FIG. 28, the pachinko machine 1 has, as game results excluding the "normal miss result", the winning / losing results of "big win winning" and "special miss result", and the allocation results of "non-explicit few-round high-probability result", "explicit few-round high-probability result", "most advantageous result", and "low-probability result".

[0318] Here, as shown in the second column of Table 2 in FIG. 28, the "special miss result" is a game result selected when the "big win winning" does not occur in the winning / losing lottery (symbol × in the figure). 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 results excluding the "normal miss result" and the game state and the like will be described. In this reference embodiment, the pachinko machine 1 sets the relationship between the game results and the game state and the like as follows, but the combination of the game results and the game state and the like, the content of the game results, and the content of the game state and the like are arbitrary.

[0319] In the "special miss result", the opening / closing execution mode shifts to the opening / closing number regulation mode instead of the round number regulation mode, and the opening / closing of the big winning opening 271 is executed twice in a short-time mode. Also, in the "special miss result", the winning / losing lottery mode does not shift. In the "non-explicit few-round high-probability result", the opening / closing execution mode shifts to the round number regulation mode in which round games are performed with a maximum of two times, and the opening / closing of the big winning opening 271 is executed twice in a short-time mode. Also, in the "non-explicit few-round high-probability result", the winning / losing lottery mode shifts to the high-probability mode. Thus, the "special miss result" and the "non-explicit few-round high-probability result" are common in that the opening / closing of the big winning opening 271 is executed twice in a short-time mode, although the types of the opening / closing execution mode are different.

[0320] Also, in the "Special Loss Result" and "Non-Explicit Low-Round High-Probability Result", the stop result is a special combination of symbols, and the effect for the open / close execution mode is Effect A. Further, in the "Special Loss Result" and "Non-Explicit Low-Round High-Probability Result", the support mode does not shift. Also, in the game rounds after the 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.

[0321] Therefore, the player cannot grasp whether the game result is the "Special Loss Result" or the "Non-Explicit Low-Round High-Probability Result" by confirming the stop result or the effect for the open / close execution mode. In other words, even when the "Non-Explicit Low-Round High-Probability Result" is obtained in the allocation lottery and the high-probability mode is entered, the symbol display device 36 disguises it as if the win / loss lottery mode has not shifted in the game rounds after the 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.

[0322] In the "Explicit Low-Round High-Probability Result", the open / close execution mode shifts to the round number regulation mode in which the round game is performed with a maximum of 2 times, and the opening and closing of the big winning opening 271 are executed 2 times in a short-time mode. Also, in the "Explicit Low-Round High-Probability Result", the win / loss lottery mode shifts to the high-probability mode. Also, in the "Explicit Low-Round High-Probability Result", the stop result is a special combination of symbols, and the effect for the open / close execution mode is Effect B. Also, in the "Explicit Low-Round High-Probability Result", the support mode shifts to the high-frequency support mode. Further, 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 Low-Round High-Probability Result" by confirming the stop result or the effect for the open / close execution mode.

[0323] In the case of the "most favorable result" and the "low probability result", the opening and closing execution mode switches to a round number specified mode in which rounds of play are played with a maximum of 15 times, and the opening and closing of the large prize opening 271 is executed 15 times in a long-term manner. Here, in the "most favorable result," the stopping result is a combination of symbols having the same odd numbers or the same even numbers, the win / lose lottery mode shifts to the high probability mode, and the presentation for the opening / closing execution mode becomes presentation C or presentation D. Specifically, if the stopping result is a combination of symbols having the same odd numbers, the presentation for the opening / closing execution mode becomes presentation C, and if the stopping result is a combination of symbols having the same even numbers, the presentation for the opening / closing execution mode becomes presentation D. Furthermore, in the case of a "low probability result," the stopping result will be a combination of symbols having the same even numbers, the winning / losing lottery mode will shift to the low probability mode, and the presentation for the opening / closing execution mode will be presentation D. Furthermore, in the case of a "most advantageous result" and a "low probability result," the support mode will shift to the high frequency support mode.

[0324] Therefore, a player can know that the game result is the "most advantageous result" when the stopped result is a combination of symbols having the same odd number and the effect for the open / close execution mode is effect C. However, when the stopped result is a combination of symbols having the same even number, a player cannot know whether the game result is the "most advantageous result" or the "low probability result" by checking the stopped result or the effect for the open / close execution mode.

[0325] Then, in the game round after the end of the opening and closing execution mode, if the final effect for the opening and closing execution mode is effect D, the pattern display device 36 does not display on the display screen G an image indicating that it is a high probability mode.

[0326] Specifically, the pattern display device 36 does not display an image on the display screen G clearly indicating that it is in the high probability mode, but displays an image on the display screen G informing that the high frequency support mode will transition to the low frequency support mode when the number of times of play reaches the termination reference number (specifically, 100 times). In other words, even if the "most advantageous result" is obtained in the allocation lottery, in the game times after the end of the open / close execution mode, if the effect for the open / close execution mode is finally effect D, the pattern display device 36 will disguise the game result as if it were a "low probability result."

[0327] Then, if the allocation result is the "most advantageous result," the symbol display device 36 does not result in a "jackpot win" in the win / lose lottery, and displays an image on the display screen G indicating that the game is in the high probability mode after 100 games have been played. In other words, the symbol display device 36 cancels the disguise that was applied so that the game result was a "low probability result."

[0328] [Modifications of the main embodiment] The present invention is not limited to the above-described main embodiment, but includes modifications and improvements within the scope of achieving the object of the present invention. (1) In this embodiment, the pachinko machine 1 opens and closes the jackpot opening 271 once per round of play. However, the pachinko machine 1 may open and close the jackpot opening 271 multiple times per round of play. (2) In this reference embodiment, after the pachinko machine 1 sets 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 (upper limit duration) has elapsed or when the total number of game balls entering the large prize opening 271 reaches a predetermined upper limit number. In contrast to this, for example, the upper limit number may be varied depending on the upper limit duration, and the condition for setting the opening / closing door 272 to the closed state again is arbitrary.

[0329] (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.

[0330] (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.

[0331] (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 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. In contrast, for example, the upper limit duration of the short-time mode may be set to be a time equal to or longer than the firing cycle of the game balls and equal to or less than n times (where n is any one of 1, 2, and 3) the firing cycle of the game balls.

[0332] (8) In this reference embodiment, the pachinko machine 1 had two types of opening / closing execution modes. Specifically, the pachinko machine 1 had an opening / closing execution mode in which the round game was executed twice with the upper limit duration of the short-time mode, and an opening / closing execution mode in which the round game was executed 15 times with the upper limit duration of the long-time mode. In contrast, the pachinko machine 1 may have an opening / closing execution mode different from these with respect to the mode of the upper limit duration and the number of times the round game is executed. Also, instead of setting a plurality of types of opening / closing execution modes by varying the mode of the upper limit duration, the pachinko machine 1 may be configured to set a plurality of types of opening / closing execution modes by varying the degree of opening of the opening / closing door 272, such as semi-opening or full-opening. Further, the mode of the upper limit duration may be set such that although it appears to be the same mode to the player, the exact upper limit duration is different.

[0333] (9) In this reference embodiment, the game result and the effect for the opening / closing execution mode were preset to correspond one-to-one. In contrast, for example, the effect for the opening / closing execution mode may be randomly selected and set from a plurality of types of effects without corresponding to the game result, or may be 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.

[0334] (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.

[0335] (11) In this reference embodiment, the MPU 42 used the jackpot random number counter C1 for the lottery of jackpot occurrence, and used the jackpot type counter C2 for the lottery of the type of that jackpot when the jackpot occurred. 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 the jackpot occurs. In this case, the jackpot type counter C2 may not be provided in each counter area 441 of the RAM 44.

[0336] (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 hold ball storage area 442. In other words, the MPU 42 executed 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".

[0337] (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, 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, 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.

[0338] (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 gaming rounds in which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a 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 gaming rounds in which the high-probability mode is continued after the end of the opening / closing execution mode.

[0339] (15) In this reference embodiment, the pachinko machine 1 stores the 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.

[0340] (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.

[0341] (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. On the other hand, 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 member 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 members and the symbol display device 36.

[0342] (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. Then, the main display unit 34 and the symbol display device 36 execute variable display and, as a result of the stop of the variable display, display the result of the internal lottery performed based on winning at the upper operation port 25 or the lower operation port 26. On the other hand, 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 the stop of the variable display, display the result of the internal lottery performed after starting the variable display. In this case, after starting the variable display and before stopping the variable display, the internal lottery may be executed and settings such as the stop result may be executed.

[0343] (21) In this embodiment, the pachinko machine 1 includes a main display unit 34, which displays the changing patterns and the result of the internal lottery as the result of the changing display. Alternatively, for example, the main display unit 34 may display the same stopping result as the stopping result of the changing display regardless of the result of the internal lottery, or may display the stopping result randomly so that the result of the internal lottery cannot be identified. Furthermore, for example, the pachinko machine 1 may not include a main display unit 34.

[0344] (22) In this embodiment, the symbol display device 36 executes a game effect on the display screen G by periodically scrolling the symbols in each symbol row Z1 to Z3 in a predetermined direction based on the winning of the upper actuation port 25 or the lower actuation port 26. Alternatively, the symbol display device 36 may execute a game effect on the display screen G by displaying a symbol (picture) that clearly indicates the result of an internal lottery.

[0345] For example, the symbol display device 36 may set a predetermined area in at least one of an area smaller than the area displaying the symbols of each symbol sequence Z1 to Z3 and an area on the periphery of the area displaying the symbols of each symbol sequence Z1 to Z3, and when the variable display of the symbols of each symbol sequence 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 sequence Z1 to Z3.

[0346] Here, the symbols to be displayed in a predetermined area may adopt characters, colors, or patterns that are difficult for the player to identify, or combinations thereof. Also, even if they are not characters, colors, or patterns that are difficult for the player to identify, by adopting symbols or combinations thereof that are similar to each other, it may be made difficult for the player to identify. According to this, for example, the manager of the game parlor can easily confirm whether there is any improper behavior of trying to make the pachinko machine 1 behave in the same way as when winning the 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.

[0347] (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 linking with an external device such as a mobile phone. For example, the gaming machine may be configured such that the player can output an optical code by operating a button or the like provided on the gaming machine, and the information of this optical code is imaged and read by a camera provided in a mobile phone or the like, and the gaming machine may be configured to be able to transmit the information of the gaming machine to a web server by accessing a website. Also, the gaming machine may be configured to be able to receive the information of the web server by the player inputting the password issued by accessing the website by operating a button or the like provided on the gaming machine.

[0348] (24) In this reference embodiment, the pachinko machine 1 has been exemplified 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 opens 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.

[0349] 〔Reference Embodiment M〕 Hereinafter, a reference embodiment M of the present invention will be described with reference to the drawings. In the following description, for parts that have already been described, the same reference numerals will be given and their descriptions will be omitted.

[0350] In this reference embodiment, the main control device 4 executes processing different from that of the main reference embodiment. Specifically, in this reference embodiment, the winning process for the operating port is different from that of the main reference embodiment. Hereinafter, the content of the winning process for the operating port in this reference embodiment will be described.

[0351] <Winning process for the operating port> FIG. 29 is a diagram showing a flowchart of the winning process for the operating port according to the reference embodiment M of the present invention. In the winning process for the operating port, as shown in FIG. 29, the MPU 42 executes steps S201 to S208M. In this reference embodiment, the MPU 42 is different from the main reference embodiment in that it executes the process of step S208M instead of the process of step S208.

[0352] In step S208M, when the MPU 42 sets the first start hold memory number RaN in step S202, the MPU 42 sets a first hold generation command for making the voice and light control device 5 recognize that hold information has been stored in the storage area of the hold area Ra for the first result display unit, and transmits the set first hold generation command to the voice and light control device 5. Then, the MPU 42 ends the winning process for the operating port. This first hold generation command includes information for making the voice and light control device 5 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 in the upper operating port 25. The first hold generation command also includes information related to the current support mode. Note that the voice and light control device 5 lights the first hold lamp unit 371 and executes a predetermined process based on the first hold generation command transmitted from the MPU 42. Also, as described above, the maximum number of held game balls that have won in the upper operating port 25 is 4, and the first hold lamp unit 371 lights up by the number corresponding to this number of held balls.

[0353] Furthermore, the first pending generation command includes information regarding the result (win / lose result) of the lottery (win / lose lottery) for the occurrence of a jackpot, and information regarding the result of the lottery (reach generation lottery) for whether or not to generate a reach display. Here, the MPU42 executes a lottery to determine whether a jackpot will occur (win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 and the win / lose table stored in the win / lose table memory area 431 (see Figure 4) of the ROM43, and determines the result of the win / lose lottery (win / lose result). In addition, the MPU 42 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442 and the reach table stored in the reach table memory area 433 (see Figure 4) of the ROM 43, and determines the result of the reach occurrence lottery.

[0354] Also, in step S208M, when the MPU 42 sets the second start hold memory number RbN in step S204, it sets a second hold generation command for recognizing that the hold information has been stored in the memory area of the hold area Rb for the second result display unit, and transmits this set second hold generation command to the sound and light emission control device 5. Thereafter, the MPU 42 ends the winning process for the activation port. This second hold generation command includes information for making the audio and light emitting control device 5 recognize that hold information has been stored in the memory area of the second result display section hold area Rb based on the entry of a gaming ball into the lower actuation port 26. The second hold generation command also includes information related to the current support mode. The sound and light emitting control device 5 performs predetermined processing in addition to turning on the second reserve lamp unit 372 based on the second reserve generation command transmitted from the MPU 42. As mentioned above, the maximum number of game balls that can be reserved in the lower actuation port 26 is four, and the second reserve lamp unit 372 lights up in a number corresponding to this number of reserved balls.

[0355] Furthermore, the second hold generation command includes information related to the result of the jackpot occurrence lottery (win / loss lottery) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery). Here, the MPU 42 executes a lottery for jackpot occurrence (win / loss lottery) based on the value of the jackpot random number counter C1 stored in the hold ball storage area 442 and the win / loss table stored in the win / loss table storage area 431 (see FIG. 4) of the ROM 43, and determines the result of the win / loss lottery (win / loss result). In addition, the MPU 42 executes a lottery for determining whether to generate a reach display (reach generation lottery) based on the value of the reach random number counter C3 stored in the hold ball storage area 442 and the reach table stored in the reach table storage area 433 (see FIG. 4) of the ROM 43, and determines the result of the reach generation lottery.

[0356] In this reference form, the voice and light control device 5 and the display control device 6 execute processes different from those in the main reference form. Specifically, in this reference form, the hold generation process, the hold shift process, and the effect determination process are different from those in the main reference form. Hereinafter, the contents of the hold generation process, the hold shift process, and the effect determination process in this reference form will be described.

[0357] <Hold Generation Process> FIG. 30 is a diagram showing a flowchart of the hold generation process. In the hold generation process, as shown in FIG. 30, the MPU 52 executes steps S2201 to S2209. Specifically, the MPU 52 stores sub-side hold information in the sub-side hold information storage area 543 based on the content of the hold generation command. In this reference form, the MPU 52 is different from the main reference form in that after executing the process of step S2204 and before executing the process of step S2205, the MPU 52 executes the process of step S2210M and executes the process of step S2207M instead of the process of step S2207.

[0358] In step S2201, the MPU 52 determines whether it has received the first hold generation command transmitted from the MPU 42. When the MPU52 determines in step S2201 that it has received the first hold generation command, in step S2202, it grasps the number of holds stored in the first sub-side hold area SRa, and sets that number of holds as the first sub-side start hold memory number SRaN in a predetermined storage area in the first sub-side hold area SRa. Thereafter, the MPU52 executes the processing after step S2204.

[0359] On the other hand, when the MPU52 determines in step S2201 that it has not received the first hold generation command (when it determines that it has received the second hold generation command), in step S2203, it grasps the number of holds stored in the second sub-side hold area SRb, and sets that number of holds as the second sub-side start hold memory number SRbN in a predetermined storage area in the second sub-side hold area SRb. Thereafter, the MPU52 executes the processing after step S2204.

[0360] After executing the processing of step S2202 or step S2203, in step S2204, the MPU52 adds 1 to the value of its sub-side start hold memory number SN (SRaN or SRbN) and updates it.

[0361] In step S2210M, the MPU52 determines whether there is advance hold information in the sub-side hold information stored in the storage area of the sub-side hold area. When the MPU52 determines in step S2210M that there is no advance hold information, in step S2205, it executes the lottery process for advance holds. In this lottery process for advance holds, 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.

[0362] Here, a preliminary hold is a hold that executes a preliminary display that changes the type of the held symbol or the like in order to notify the player of the expectancy of the hold, or a preliminary display that generates a foreshadowing effect that notifies the player of the expectancy of the hold by means of the production of the game turns based on the holds that are resolved before that hold. In the present exemplary embodiment, a preliminary hold that executes a preliminary display that generates a foreshadowing effect will be described, and the description of other preliminary holds that execute other preliminary displays will be omitted.

[0363] The preliminary hold 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 preliminary hold occurrence counter is updated periodically, and the updated value is appropriately stored in a buffer for the preliminary hold occurrence counter set in a predetermined area of the RAM 54. Then, the MPU 52 executes a lottery (preliminary hold occurrence lottery) as to whether or not to generate a preliminary hold based on the value of the preliminary hold occurrence counter stored in the buffer for the preliminary hold occurrence counter. Specifically, the MPU 52 acquires the value of the preliminary hold occurrence counter stored in the buffer for the preliminary hold occurrence counter, and executes a lottery as to whether or not to generate a preliminary hold by comparing this value with a table for preliminary hold generation. The table for preliminary hold generation is a table that stores the values of random numbers related to the generation of preliminary holds, and is stored in the ROM 53.

[0364] In step S2206, the MPU 52 determines whether or not it has won the preliminary hold occurrence lottery in step S2205 (whether or not to generate a preliminary hold). If the MPU 52 determines in step S2206 that a preliminary hold is to be generated, then in step S2207M, it executes a preliminary hold generation process. In this preliminary hold generation process, the MPU 52 executes a process for generating a preliminary hold. Further, based on the content of this preliminary hold generation process, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the production execution process of step S2004 described above.

[0365] 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 count SN updated in step S2204. Here, the advance reservation information includes information related to the result of the lottery for jackpot occurrence (win / loss lottery) (win / loss result) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery). Note that the MPU 52 includes, in the advance reservation information, information related to the result of the lottery for jackpot occurrence (win / loss lottery) (win / loss result) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery) based on the first reservation generation command and the second reservation generation command.

[0366] For example, when the MPU 52 sets the first sub-side start reservation count 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 count SRaN updated in step S2204. For example, when the MPU 52 sets "3" in the first sub-side start reservation count 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 count SRaN updated in step S2204.

[0367] Also, for example, when the MPU 52 sets the second sub-side start reservation count SRbN in step S2203, it stores the advance reservation information in the first storage area among the free storage areas of the second sub-side reservation area SRb, that is, the storage area corresponding to the second sub-side start reservation count SRbN updated in step S2204. For example, when the MPU 52 sets "3" in the second sub-side start reservation count SRbN in step S2203, it stores the advance reservation information in the fourth area SRb4, which is the storage area corresponding to "4" of the second sub-side start reservation count SRbN updated in step S2204.

[0368] On the other hand, if the MPU 52 determines in step S2206 that no advance notice hold will be generated, or if it determines in step S2210M that there is advance notice hold information, it executes normal hold generation processing in step S2208. In this normal hold generation processing, the MPU 52 executes processing for generating a normal hold. Furthermore, based on the contents of this normal hold generation processing, the MPU 52 executes light emission control of the indicator lamp unit 124 and audio control of the speaker unit 125 in the performance execution processing of the above-mentioned step S2004.

[0369] Specifically, the MPU 52 stores the normal hold information in the first free storage area in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204.

[0370] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the normal hold information in the first memory area among the empty memory areas in the first sub-side hold area SRa, i.e., the memory area corresponding to the first sub-side start-up pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN to "3" in step S2202, it stores the normal hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up pending memory number SRaN updated to "4" in step S2204.

[0371] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the normal hold information in the first free memory area in the second sub-side hold area SRb, i.e., the memory area corresponding to the second sub-side start-up pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN to "3" in step S2203, it stores the normal hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up pending memory number SRbN updated to "4" in step S2204.

[0372] Thus, in this reference embodiment, the MPU 52 can generate only one preview hold for executing a preview display that generates a pre-reading effect in the sub-side hold area, and cannot generate a plurality of preview holds in the sub-side hold area. Note that, in this reference embodiment, the MPU 52 cannot generate a plurality of preview holds in the sub-side hold area, but it may be configured to be able to do so.

[0373] After executing the preview hold generation process of step S2207M or the normal hold generation process of 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.

[0374] The MPU 62 of the display control device 6 reads out a data table for executing the generation of a preview hold or a normal hold on the symbol display device 36 based on the hold display generation command transmitted from the MPU 52 from the program ROM 63. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 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.

[0375] <Hold Shift Process> FIG. 31 is a diagram showing a flowchart of the hold shift process. In the hold shift process, as shown in FIG. 31, the MPU 52 executes steps S2309M to S2308. In this reference embodiment, the MPU 52 executes the process of step S2309M before executing the process of step S2301, executes the process of step S2310M after executing the process of step S2304, and executes the process of step S2311M after executing the process of step S2307, which is different from the main reference embodiment in this regard.

[0376] In step S2309M, the MPU 52 executes a pre-reading effect generation determination process. Hereinafter, the pre-reading effect generation determination process will be described in detail.

[0377] <Pre-reading effect generation determination process> FIG. 32 is a diagram showing a flowchart of the pre-reading effect generation determination process. In the pre-reading effect generation determination process, as shown in FIG. 32, the MPU 52 executes steps S5001 to S5011. In step S5001, the MPU 52 determines whether there is pre-announcement hold information in the sub-side hold area storage area. If the MPU 52 determines in step S5001 that there is no pre-announcement hold information, the MPU 52 ends the pre-reading effect generation determination process without executing the processes after step S5002. On the other hand, if the MPU 52 determines in step S5001 that there is pre-announcement hold information, in step S5002, the MPU 52 determines whether a pre-reading effect generation flag is set in the RAM 54. This pre-reading effect generation flag is a flag for identifying that a pre-reading effect has occurred. The MPU 52 sets the pre-reading effect generation flag at the time of the occurrence of the pre-reading effect and clears the pre-reading effect generation flag at the end of the pre-reading effect.

[0378] If the MPU52 determines in step S5002 that the pre-reading effect generation flag is set in the RAM54, it indicates that the pre-reading effect has already occurred. Therefore, without executing the processing after step S5003, the pre-reading effect generation determination process ends. On the other hand, if the MPU52 determines in step S5002 that the pre-reading effect generation flag is not set in the RAM54, in step S5003, it acquires the pre-reading reservation number PN.

[0379] Here, the pre-reading reservation number PN is the total number of the number of advance reservation information stored in the storage area of the sub-side reservation area and the number of sub-side reservation information stored in the storage area of the sub-side reservation area that is executed earlier than the advance reservation information among the sub-side reservation information. For example, if the advance reservation information is stored in the third area SRa3 of the first sub-side reservation area SRa, and the normal reservation information is stored in the first area SRa1, the second area SRa2 of the first sub-side reservation area SRa, and the first area SRb1 of the second sub-side reservation area SRb, since the three sub-side reservation information stored in each area will be executed earlier than the advance reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 acquires "4" as the pre-reading reservation number PN.

[0380] In this case, even if the normal reservation information is stored in the fourth area SRa4 of the first sub-side reservation area SRa, the normal reservation information stored in the fourth area SRa4 of the first sub-side reservation area SRa will be executed after the advance reservation information stored in the third area SRa3 of the first sub-side reservation area SRa. Therefore, the MPU52 acquires "4" as the pre-reading reservation number PN.

[0381] In step S5004, the MPU 52 acquires the advance reservation information stored in the storage area of the sub-side reservation area. Specifically, the MPU 52 acquires information related to the result (win / loss result) of the lottery (win / loss lottery) for jackpot occurrence included in the advance reservation information and information related to the result of the lottery (reach generation lottery) for whether to generate a reach display. In step S5005, the MPU 52 determines whether the win / loss result obtained in step S5004, that is, the win / loss result included in the advance reservation information stored in the storage area of the sub-side reservation area, is "jackpot win". When the MPU 52 determines in step S5005 that the win / loss result is "jackpot win", it executes the processing from step S5006 onward. When the MPU 52 determines in step S5005 that the win / loss result is not "jackpot win", it executes the processing from step S5009 onward.

[0382] First, the processing (processing from step S5006 onward) when the MPU 52 determines in step S5005 that the win / loss result is "jackpot win" will be described. In step S5006, the MPU 52 determines whether the pre-read reservation number PN acquired in step S5003 is "4" or less.

[0383] When the MPU 52 determines in step S5006 that the pre-read reservation number PN is not "4" or less, it ends the pre-read effect generation determination process without executing the processing from step S5007 onward. On the other hand, when the MPU 52 determines in step S5006 that the pre-read reservation number PN is "4" or less, in step S5007, it sets a pre-read effect generation in-progress flag in the RAM 54. In step S5008, the MPU 52 resets the pre-read effect digestion count PRN stored in the RAM 54 by substituting "0". Then, the MPU 52 ends the pre-read effect generation determination process.

[0384] Next, the processing when it is determined in step S5005 by the MPU 52 that the winning result is not "big win" (processing after step S5009) will be described. In step S5009, the MPU 52 determines whether or not the result of the reach draw lottery acquired in step S5004, that is, the result of the reach draw lottery included in the notice reservation information stored in the storage area of the sub-side reservation area, is "winning". When the MPU 52 determines in step S5009 that the result of the reach draw lottery is "winning", it executes the processing after step S5010. When the MPU 52 determines in step S5009 that the result of the reach draw lottery is not "winning", it executes the processing after step S5011.

[0385] First, the processing when it is determined in step S5009 by the MPU 52 that the result of the reach draw lottery is "winning" (processing after step S5010) will be described. In step S5010, the MPU 52 determines whether or not the number of preview reservations PN acquired in step S5003 is "3" or less. When the MPU 52 determines in step S5009 that the number of preview reservations PN is "3" or less, it executes the processing after step S5007 described above. On the other hand, when the MPU 52 determines in step S5009 that the number of preview reservations PN is not "3" or less, it ends the preview effect generation determination process without executing the processing after step S5007.

[0386] Next, the processing when it is determined in step S5009 by the MPU 52 that the result of the reach draw lottery is not "winning" (processing after step S5011) will be described. In step S5011, the MPU 52 determines whether or not the number of preview reservations PN acquired in step S5003 is "2" or less. When the MPU 52 determines in step S5011 that the number of preview reservations PN is "2" or less, it executes the processing after step S5007 described above. On the other hand, when the MPU 52 determines in step S5011 that the pre-read reservation number PN is not less than "2", it ends the pre-read effect generation determination process without executing the processes after step S5007.

[0387] As described above, in this reference embodiment, in the pre-read effect generation determination process, when the pre-read reservation number PN is not more than "4", in step S5007, it is determined that the pre-read effect generation flag is set in the RAM 54 to generate a pre-read effect. Specifically, the pre-read effect occurs when the win / loss result included in the notice reservation information is "big win" and the pre-read reservation number PN is not more than "4", when the result of the reach draw included in the notice reservation information is "win" and the pre-read reservation number PN is not more than "3", and when the win / loss result included in the notice reservation information is not "big win" and the result of the reach draw is not "win", the pre-read effect occurs when the pre-read reservation number PN is not more than "2".

[0388] In other words, the pre-read effect is determined when the win / loss result included in the notice reservation information is "big win" if the pre-read reservation number PN, which is the total number of the number of notice reservation information stored in the storage area of the sub-side reservation area and the number of sub-side reservation information stored in the storage area of the sub-side reservation area and executed earlier than the notice reservation information, is "4", and the result of the reach draw included in the notice reservation information is "win" if the pre-read reservation number PN is "3". Note that in this reference embodiment, the pre-read effect also occurs when executing the notice reservation information. Therefore, if it occurs when the pre-read reservation number PN is "4", it will occur continuously 4 times, if it occurs when the pre-read reservation number PN is "3", it will occur continuously 3 times, and if it occurs when the pre-read reservation number PN is "2", it will occur continuously 2 times.

[0389] Returning to the description of the reservation shift process, the processes after step S2301 will be described with reference to FIG. 31. In step S2301, the MPU52 determines whether it has received the first shift command transmitted from the MPU42. When the MPU52 determines in step S2301 that it has received the first shift command, it executes the data setting process for the first sub-side reserved area SRa in steps S2302 to S2310M. When it determines in step S2301 that it has not received the first shift command (when it determines that it has received the second shift command), it executes the data setting process for the second sub-side reserved area SRb in steps S2305 to S2311M.

[0390] First, the data setting process for the first sub-side reserved area SRa in steps S2302 to S2310M will be described. In step S2302, the MPU52 updates the value of the first sub-side start reserved number 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 for shifting the sub-side reserved information stored in the storage area of the first sub-side reserved area SRa. This data shift process is a process of shifting the sub-side reserved information stored in each of the areas SRa1 to SRa4 to the first area SRa1 side in order. Specifically, the MPU52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.

[0391] In step S2310M, the MPU 52 clears the second queued presentation flag stored in the RAM 54. This second queued presentation flag is a flag for identifying that the sub-side queued information stored in the first area SRb1 of the second sub-side queued area SRb has been moved to the execution area SAE. In this step S2310M, since the MPU 52 clears the second queued presentation flag stored in the RAM 54, it indicates that the sub-side queued information stored in the first area SRa1 of the first sub-side queued area SRa has been moved to the execution area SAE.

[0392] Next, the data setting process of the second sub-side queued area SRb in steps S2305 to S2311M will be described. In step S2305, the MPU 52 updates the value of the second sub-side start queued memory count SRbN in the second sub-side queued area SRb by subtracting 1. In step S2306, the MPU 52 moves the sub-side queued information stored in the first area SRb1 of the second sub-side queued area SRb to the execution area SAE. In step S2307, the MPU 52 executes a data shift process for shifting the sub-side queued information stored in the storage area of the second sub-side queued area SRb. This data shift process is a process of shifting the sub-side queued information stored in each of the areas SRb1 to SRb4 to the first area SRb1 side in order. Specifically, the MPU 52 shifts the sub-side queued information in the second area SRb2 to the first area SRb1, shifts the sub-side queued information in the third area SRb3 to the second area SRb2, and shifts the sub-side queued information in the fourth area SRb4 to the third area SRb3.

[0393] In step S2311M, the MPU 52 sets a second hold performance flag in the RAM 54. This second hold performance flag is a flag for specifying that the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb has been moved to the execution area SAE. In this step S2311M, since the MPU 52 sets the second hold performance flag in the RAM 54, it indicates that the sub-side hold information stored in the first area SRb1 of the second sub-side hold area SRb has been moved to the execution area SAE.

[0394] After executing the process of step S2310M or step S2311M, the MPU 52 sets a hold display shift time command in step S2308. Then, the MPU 52 stores the hold display shift time 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 time command stored in the command list storage area 541 of the RAM 54. This hold display shift time command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0395] 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 time 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.

[0396] <Regarding the effect determination process executed by the audio-visual control device> FIG. 33 is a diagram showing a flowchart of the effect determination process. The MPU 52 of the audio-visual control device 5 executes an effect determination process in order to execute effects for game use, effects for the opening / closing execution mode, etc. In this effect determination process, the MPU 52 executes steps S2401 to S2413 in substantially the same manner as in the main reference form. In this reference form, the MPU 52 is different from the main reference form in that, as shown in FIG. 33, the MPU 52 executes the process of step S2407M instead of the process of step S2407.

[0397] In step S2407M, the MPU 52 executes a process of determining an effect pattern. In this process of determining an effect pattern, the MPU 52 selects an effect pattern corresponding to a variation command and a type command by referring to an effect table stored in advance in the ROM 53. Specifically, the MPU 52 selects, as the effect pattern, an effect duration (effect continuation period) and the content of the effect. In step S2407M, the MPU 52 also executes a lottery as to whether or not to generate a pre-warning display.

[0398] Also, based on the selected effect pattern, 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. Hereinafter, the process of determining an effect pattern will be described in detail.

[0399] FIG. 34 is a diagram showing a flowchart of the process of determining an effect pattern. The MPU 52 of the audio-visual control device 5 executes a process of determining an effect pattern in order to select an effect duration (effect continuation period) and the content of the effect as the effect pattern. In this process of determining an effect pattern, the MPU 52 executes steps S5101 to S5108 as shown in FIG. 34.

[0400] In step S5101, it is determined whether or not a pre-read effect generation flag is set in the RAM 54. When the MPU52 determines at step S5101 that the pre-reading effect generation flag is set in the RAM54, it executes the processes after step S5102. On the contrary, when the MPU52 determines at step S5101 that the pre-reading effect generation flag is not set in the RAM54, it executes the processes after step S5106.

[0401] First, the process when it is determined at step S5101 by the MPU52 that the pre-reading effect generation flag is set in the RAM54 (the processes after step S5102) will be described. At step S5102, the MPU52 executes the pre-reading effect completion determination process. Hereinafter, the pre-reading effect completion determination process will be described in detail.

[0402] <Pre-reading effect completion determination process> FIG. 35 is a diagram showing a flowchart of the pre-reading effect completion determination process. In the pre-reading effect completion determination process, as shown in FIG. 35, the MPU52 executes steps S5201 to S5214.

[0403] At step S5201, the MPU52 acquires the execution-time pre-reading reservation number APN.

[0404] Here, the execution-time pre-reading reservation number APN is the total number of the advance reservation information stored in the storage area of the sub-side reservation area and the number of the sub-side reservation information stored in the storage area of the sub-side reservation area that is executed earlier than the advance reservation information at the time of execution of the current sub-side reservation information. For example, as described above, when warning reservation information is stored in the third area SRa3 of the first sub-side reservation area SRa, and normal reservation information is stored in the first area SRa1, the second area SRa2 of the first sub-side reservation area SRa, and the first area SRb1 of the second sub-side reservation area SRb, since the three sub-side reservation information stored in each area will be executed before the warning reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 acquires "4" as the look-ahead reservation number PN.

[0405] After that, when executing the normal reservation information stored in the first area SRb1 of the second sub-side reservation area SRb, since the two sub-side reservation information stored in each area will be executed before the warning reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 acquires "3" as the look-ahead reservation number APN at execution time. In this case, if normal reservation information is further stored in the first area SRb1 of the second sub-side reservation area SRb, since the three sub-side reservation information stored in each area will be executed before the warning reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 will acquire "4" as the look-ahead reservation number APN at execution time.

[0406] In step S5202, the MPU52 determines whether the look-ahead reservation number APN acquired in step S5201 is less than the look-ahead reservation number PN. If the MPU52 determines in step S5202 that the look-ahead reservation number APN at execution time is less than the look-ahead reservation number PN, it executes the processing after step S5203. On the contrary, if the MPU52 determines in step S5202 that the look-ahead reservation number APN at execution time is not less than the look-ahead reservation number PN, it executes the processing after step S5210.

[0407] First, the processing when it is determined in step S5202 that the number of pre-read reservations APN during execution by the MPU 52 is less than the number of pre-read reservations PN (processing after step S5203) will be described. In step S5203, "0" is substituted into and the digestion count CN of the reserved synthesis forecast stored in the RAM 54 is reset. The digestion count CN of this reserved synthesis forecast will be described in detail later.

[0408] In step S5204, the MPU 52 executes a pre-read effect generation process. In this pre-read effect generation process, the MPU 52 determines the generation of the pre-read effect based on the digestion count PRN of the pre-read effect stored in the RAM 54. Specifically, if the digestion count PRN of the pre-read effect is "0", the MPU 52 determines the generation of the first pre-read effect; if the digestion count PRN of the pre-read effect is "1", the MPU 52 determines the generation of the second pre-read effect; if the digestion count PRN of the pre-read effect is "2", the MPU 52 determines the generation of the third pre-read effect; if the digestion count PRN of the pre-read effect is "3", the MPU 52 determines the generation of the fourth pre-read effect.

[0409] In step S5205, the MPU 52 sets a pre-read effect generation command. Then, the MPU 52 stores the pre-read effect generation command in the command list stored in the command list storage area 541 of the RAM 54. Here, the value of the digestion count PRN of the pre-read effect stored in the RAM 54 is included in the pre-read effect generation command stored in the command list storage area 541 of the RAM 54. This pre-read effect generation command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0410] The MPU 62 of the control device 6 reads out from the program ROM 63 a data table for executing the generation of the preview effect on the symbol display device 36 based on the preview effect generation command transmitted from the MPU 52 and the number of times PRN of the preview effect included in this preview effect generation command. 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 frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 displays the preview effect on the display screen G to notify the player of the generation of t...

Claims

【Claim 1】 A game board having a game area on the front side, Special information acquisition means for acquiring special information based on the fulfillment of a predetermined acquisition condition, Special information determination means for determining whether the special information acquired by the special information acquisition means satisfies a predetermined winning condition, and comprising, In a gaming machine that shifts to a specific control state advantageous to the player when the special information determination means determines that the special information satisfies a predetermined winning condition, Predetermined decorative means visible when viewed from the front of the game board, First rotating means configured to be rotatable when viewed from the front of the game board, and comprising, The first rotating means, Is configured to be rotatable about a predetermined rotation axis having an axial direction intersecting the surface of the game board, and includes a rotating plate portion that can be switched between a predetermined rotating state and a predetermined stopping state, The rotating plate portion, On the back side of the rotating plate portion and corresponding to the game board, it includes a visible portion of at least a part of the predetermined decorative means that is visible when viewed from the front of the game board, and is configured to be able to switch from the predetermined stopping state to the predetermined rotating state when a predetermined condition is satisfied based on a predetermined game by the player. A gaming machine, This gaming machine, When the game board is viewed from the front, a second rotating means that is movable along the surface of the game board and rotatable in a predetermined manner is configured to move between a first position that is visible without passing through the visible portion of the rotating plate portion and a second position that is visible through the visible portion of the rotating plate portion, In the execution state of the predetermined game, a first state in which at least a part of the predetermined decorative means at a specific position is visible through the visible portion of the rotating plate portion in the predetermined rotating state, When the second rotating means moves to the second position, a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion, and a second state in which an area of at least a part of the predetermined decorative means blocked by the second rotating means becomes invisible is configured to be achievable, A first path along which the second rotating means can move, And a second path that the player may recognize as more advantageous than the first path when the second rotating means moves. Even when the second rotating means moves along the first path or along the second path, it is configured to be able to move along the first path or the second path after moving along a common specific path. The second state is configured to be able to generate a specific state that a player may recognize as advantageous and a predetermined state that the player may recognize as disadvantageous compared to the specific state, based on the rotation state of the first rotating means and the movement state of the second rotating means. This gaming machine is configured such that a plurality of the second rotating means can move between the first position and the second position. On the back side of the rotating plate portion in the first rotating means, a plurality of the second rotating means are configured to be able to move simultaneously. When the game board is viewed from the front, one of the plurality of the second rotating means is configured to be able to move between the first position and the second position so as not to obstruct the movement of the other second rotating means. In the game area, a plurality of the second rotating means are configured to be individually movable. A gaming machine, characterized in that the plurality of second rotating means are configured to be individually approachable to the first rotating means.

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