Pachinko machine

The gaming machine addresses the issue of monotonous light effects by using rotating decoration elements and special information acquisition to dynamically change visibility states, thereby enhancing player engagement.

JP7715129B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2022181522
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 light emission states and colors, lacking engaging visual effects.

Method used

Incorporation of a game board with special information acquisition and determination means, along with rotating decoration elements that change visibility states based on game conditions, enhancing player engagement through dynamic visual interactions.

Benefits of technology

The gaming machine improves player attention and engagement by providing dynamic visual effects that enhance the gaming experience.

✦ 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 at the same time, variable display of symbols is started. For example, when the gaming machine wins a jackpot lottery, the gaming machine 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, allows the LED to be visually recognized through the plate portion, and changes the light emission state, color, etc. of the LED. By doing so, it is possible to execute an effect that makes the player expect that the game state will shift to a specific control state.

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 the degree of attention of a player 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. When it is determined by the special information determination means that the special information satisfies the predetermined winning condition, in a gaming machine that shifts to a specific control state advantageous to the player, 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 stopping 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 a predetermined decoration means arranged corresponding to the game board. When viewed from the front of the game board A gaming machine configured to be able to switch from a predetermined stopping 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 present gaming machine has a second rotating means that is movable along the board surface of the game board and rotatable in a predetermined manner, and is configured to be movable 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 a predetermined decoration means at a specific position is visible through the visible portion of the rotating plate portion in a predetermined rotating state, and a second state in which a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion when the second rotating means moves to the second position, and at least a part of a predetermined decoration means is blocked by the second rotating means and becomes invisible. It is configured to be able to be in the above states. it has a first path along which the second rotating means is movable and a second path which a 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 when it moves 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 generate a specific state that a player may recognize as advantageous and a predetermined state that a 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. In this gaming machine, a plurality of second rotating means are configured to be movable between a first position and a second position, a plurality of second rotating means are configured to be able to move simultaneously on the back side of the rotating plate portion in the first rotating means, a plurality of second rotating means are configured to be individually movable in the game area, a plurality of second rotating means are configured to be individually proximable to the first rotating means, and the first rotating means includes a contact portion connected to a rotating plate portion that acts on the rotation of the second rotating means by coming into contact with the second rotating 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]

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Mode for Carrying Out the Invention

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

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

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

[0012] The front door frame 121 has a substantially elliptical window portion 122 provided so as to cover the entire front surface side of the inner frame, and a window panel 123 fitted into the window portion 122. In this reference embodiment, the window panel 123 is formed colorless and transparent by glass, but it may be formed colorless and transparent by a synthetic resin or the like. Further, the front door frame 121 includes a display lamp portion 124 provided above the window portion 122, 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 vertically and are both provided so as to bulge forward. The upper bulging portion 14 has an upper dish 141 provided inside so as to open upward, and a push button 142 that receives input of information when operated by a player. The upper dish 141 has a function of temporarily storing the game balls paid out by the payout device 48 (see FIG. 4) provided in the back pack unit and guiding them toward the game ball launching mechanism 49 (see FIG. 4) while aligning them in a row. The push button 142 functions as an operation means capable of executing a predetermined operation effect such as an expectation effect that makes the player expect that the game state will shift to a specific control state advantageous to the player based on the operation of the player. The lower bulging portion 15 has a lower dish 151 provided inside so as to open upward. The lower dish 151 has a function of storing the surplus game balls in the upper dish 141.

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

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

[0016] The exit portion of the guide rail 23 is arranged on one side portion of the game area and is formed so as to face the upper center of the game area. For this reason, the arrival position of the game ball at the upper part of the game area shifts from the side where the exit portion of the guide rail 23 is formed to the opposite side as the rotation operation amount of the launch handle 16 by the player increases. In this reference embodiment, the exit portion of the guide rail 23 is provided on the left side portion 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 router processing in the game area. The game board 2 also 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. The game board 2 also has through gates 31 provided on the left side and the right side of the central portion, a main display device 32 provided on the upper right side, a variable display unit 33 provided in the central portion, and the like. Further, the game board 2 has a number of nails NL, various members (devices) such as a windmill WM, etc. implanted 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. 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, the pachinko machine 1 does not execute the payout of prize balls, unlike when a game ball enters various winning openings.

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

[0023] The upper operating port 25 and the lower operating port 26 are unitized as an operating port device and installed on the game board 2. Each of the operating ports 25 and 26 opens upward together to enable a game ball flowing down in the game area to enter, and they are arranged side by side in the vertical direction with the upper operating port 25 disposed above and the lower operating port 26 disposed below. The lower operating port 26 has an electric 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 lower operating port 26 is closed by bringing the upper ends of the electric accessory 261 closer to each other in the left-right direction. The open state is a state in which the lower operating port 26 is opened by separating the upper ends of the electric accessory 261 from each other in the left-right direction.

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

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

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

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

[0029] The big winning opening 271 is provided in an opening formed in the game area so as to penetrate in the front-rear direction by being router-processed. This big winning opening 271 is provided with a detection sensor 304 that detects the entry of game balls as described above. The pachinko machine 1 executes the payout of a predetermined number of prize balls based on the detection result.

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

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

[0032] The main display device 32 has a main display unit 34 and a normal symbol display unit 35, and is configured by arranging a plurality of display devices such as a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner and a dot display. The main display device 32 is provided on the game board 2 so as to bulge toward the window panel 123 provided on the front side thereof. That is, the main display device 32 is visible from the front of the pachinko machine 1 through the window panel 123. Also, the distance between the main display device 32 and the window panel 123 is narrower than the size of one game ball. Thus, the pachinko machine 1 prevents the game ball from falling between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents the game ball from falling in front of the main display device 32.

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

[0034] The first result display unit 341 executes a variation display of the pattern triggered by winning at the upper operation port 25, and as a stop result of the variation display, displays the result of an internal lottery conducted based on winning at the upper operation port 25. When the result of this internal lottery corresponds to the transition to the opening / closing execution mode, the first result display unit 341 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the opening / closing execution mode. The second result display unit 342 executes a variation display of the pattern triggered by winning at the lower operation port 26, and as a stop result of the variation display, displays the result of an internal lottery conducted based on winning at the lower operation port 26. When the result of this internal lottery corresponds to the 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 an 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] Note that 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 for variably displaying a plurality of types of characters, a configuration for variably displaying a plurality of types of symbols, a configuration for variably displaying a plurality of types of characters, or a configuration for switching and displaying a plurality of types of colors 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 ball from falling in front of the display screen G of the symbol display device 36 and to avoid the inconvenience of the visibility of the display screen G being reduced due to the fall of the game ball.

[0038] The symbol display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 36 starts the variable display of symbols based on winning at the upper operation port 25 or the lower operation port 26. That is, when the variable display is executed at the first result display section 341 of the main display section 34 and when the variable display is executed at the second result display section 342 of the main display section 34, the symbol display device 36 executes the variable display accordingly. Note that the symbol display device 36 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.

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

[0040] The first hold lamp section 371 is a part that displays the number of held game balls that have won at the upper operation port 25, and lights up according to the number of held balls. This first hold lamp section 371 can hold up to 4 game balls, and corresponds to the variable display of the first result display section 341 and the symbol display device 36. The second hold lamp section 372 is a part that displays the number of held game balls that have won at the lower operation port 26, and lights up according to the number of held balls. This second hold lamp section 372 can hold up to 4 game balls, and corresponds to the variable display of the second result display section 342 and the symbol display device 36. The third hold lamp section 373 is a part that displays the number of held game balls that have won at each through gate 31, and lights up according to the number of held balls. This third hold lamp section 373 can hold up to 4 game balls, and corresponds to the variable display of the 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 symbol column Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, and with "1" following "8". In FIG. 3, the center line of each display area is indicated by a dashed line.

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

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

[0044] <Electrical Configuration of Pachinko Machine> FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine. As shown in Fig. 4, the pachinko machine 1 includes a main control device 4, a sound and light control device 5, and a display control device 6, and these devices are mounted on the back side of the inner frame. Further, the pachinko machine 1 includes a payout control device 46 and a power - 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 launching mechanism 49 to launch game balls.

[0045] The main control device 4 includes a main control board 41 that controls the main game (main control) and a power - failure monitoring board 45 that monitors the power supply. 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 the case bodies are 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 pasted so as to straddle the boundary between the plurality of case bodies. 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 integrated into one chip with respect to the MPU 42, but they may be individually chip - formed. The same applies to the MPU of other control devices other than the main control device 4.

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

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

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

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

[0051] The payout control device 46 executes payout control to cause the payout device 48 to pay out prize balls and loan balls (game balls loaned to a player during a 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 includes a power supply unit for power failure such as a backup capacitor. This power supply unit for power failure supplies power for storage retention to the RAM 44 of the main control device 4 even during a power failure when the power supply to the pachinko machine 1 is interrupted.

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

[0054] <Electrical configuration for executing internal lottery by the MPU of the main control device> FIG. 5 is a diagram showing the contents of each counter used for the internal lottery. As shown in FIG. 5, the MPU 42 executes internal lottery 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 jackpot when the jackpot occurs, and uses the reach random number counter C3 for the lottery of whether to generate a reach display. Also, the MPU 42 uses the random number initial value counter CINI for setting the initial value of the jackpot random number counter C1, and uses the variation type counter CS for determining the display duration in the main display unit 34 and the symbol display device 36. Further, the MPU 42 uses the electric accessory release counter C4 for the lottery of whether to set the electric accessory 261 of the lower operation port 26 to the electric accessory release state. Each counter C1 to C3, CINI, CS, and C4 is provided in various counter areas 441 (see FIG. 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 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 hold ball storage area 442 (see FIG. 4) provided as acquisition information storage means in the RAM 44 at the timing when a game ball wins 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 hold ball storage area 442 includes a hold area Ra for the first result display unit, a hold area Rb for the second result display unit, and an execution area AE.

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

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

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

[0060] As described above, since the holding 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 holding area Rb for the second result display section includes a storage area for writing the number of held balls stored in each of the areas Rb1 to Rb4. Note that the number of held balls related to the lower operation port 26 is not limited to four and may be arbitrary, and may be other plural numbers such as two, three, or five or more, or may be a single number.

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

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

[0063] <Detailed 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 holding area 443 of the RAM 44 via the lottery counter buffer at the timing when a game ball wins into each through gate 31. Then, based on the value of the electric device release counter C4 stored in the electric device reserved area 443, the MPU 42 performs a lottery (electric device release lottery) to determine whether to set the electric device 261 of the lower operation port 26 to the electric device release state or not.

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

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

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

[0067] As described above, in this reference embodiment, the pachinko machine 1 includes a left hitting route (first path) that makes it easy for the game ball to enter the upper operation port 25 and difficult for the game ball to enter the lower operation port 26, and a right hitting route (second path) that makes it easy for the game ball to enter the lower operation port 26 and difficult for the game ball to enter the upper operation port 25.

[0068] Note that the configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. For example, the high-frequency support mode may be configured such that the probability of winning the electric accessory release lottery in the electric accessory release lottery is higher than that in the low-frequency support mode. Also, for example, a plurality of types of guaranteed times may be prepared, and the high-frequency support mode may be configured such that it is easier to select a short guaranteed time compared to the low-frequency support mode, or may be configured to shorten the average of the selected guaranteed 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 guaranteed time, the high-frequency support mode may be configured such that the frequency of setting the electric accessory 261 to the open state is relatively higher than that in the low-frequency support mode.

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

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

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

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

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

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

[0075] Also, in each pass / fail lottery mode, except for the values of the random numbers that result in "winning the jackpot", the results are non-winning and off results without winning the jackpot. Here, as described above, the pachinko machine 1 has two types of off results: "special off result (small win result)" and "normal off result". These off results are common in that neither of them triggers a transition to the pass / fail lottery mode or the support mode. However, the "special off result" triggers a transition to the opening / closing execution mode, while the "normal off result" does not trigger a transition to the opening / closing execution mode.

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

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

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

[0079] The second distribution table is a table referred to when performing a lottery for the jackpot type with respect to the value of the jackpot type counter C2 shifted from the hold area Rb for the second result display unit to the execution area AE, that is, the value of the jackpot type counter C2 based on winning in the lower operation port 26. As shown in Fig. 7(b), the second allocation table has two allocation results, 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) The win / loss lottery mode after the end of the opening / closing execution mode (2) The support mode after the end of the opening / closing execution mode (3) The mode of opening / closing control of the variable prize device 27 in the opening / closing execution mode

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

[0084] Regarding the difference in the opening / closing control mode of the variable winning device 27 in the opening / closing execution mode of (3), it 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 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 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 (reach generation lottery) to determine whether to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442.

[0086] The reach display is an expected effect that occurs when a "normal non-winning result" is obtained without winning a "big win" in the win / loss lottery. Specifically, when the MPU 42 results in a "normal miss 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 near-miss table with the value of the near-miss 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 near-miss table is a table that stores the values of random numbers related to the generation of near-miss displays and is stored in the near-miss 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 numbers on the active 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 numbers on the active 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 miss outcome" occurs without a jackpot win in the win / loss lottery, the symbol display device 36 stops and displays, as the stop result, a combination of special symbols (e.g., "3·4·1") having different numbers from each other that are not selected when a "normal miss outcome" occurs in the win / loss lottery, on the active 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 numbers is finally stopped and displayed (when a "big win" is determined in the win / loss lottery and is 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 a "big win" is determined in the win / loss lottery and is allocated to the "non-explicit few-round high probability result" or "explicit few-round high probability result" in the distribution lottery, or when a "special loss result" occurs without a "big win" being determined 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, the remaining symbol columns (for example, symbol column Z2) are variably displayed. Therefore, by generating the reach display, the pachinko machine 1 can make the player expect that a "big win" has been determined in the win / loss lottery and is 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 each time it is updated, it is stored in the buffer for the lottery counter. Then, based on the value of the variable type counter CS stored in the buffer for the lottery counter, 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. Note that, 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 a prize ball 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 a prize ball 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. Note that 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 respectively for updating, and stores the updated values in the lottery counter buffer set in a predetermined area of the RAM 44. Note that 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 emission 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 mentioned 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 at the upper operating port 25, it determines in step S203 whether a detection sensor 303 corresponding to the lower operating port 26 has detected the winning of a game ball, thereby determining whether a game ball has won (start winning) at the lower operating port 26. If the MPU 42 determines in step S203 that no game ball has won at the lower operating port 26, it ends the winning process for the operating port. Also, if the MPU 42 determines in step S203 that a game ball has won at the lower operating port 26, it ascertains in step S204 the number of holds stored in the hold area Rb for the second result display section, and sets that number of holds as the second start hold memory number RbN in a predetermined memory area in the hold area Rb for the second result display section. Thereafter, the MPU 42 executes the processes after step S205.

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

[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 section, that is, the memory area corresponding to the start hold memory number N updated in step S206.

[0107] For example, when the MPU 42 sets the first start hold memory number RaN in step S202, it stores, as hold information, the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process in the first memory area 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 generation 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 generation command to the audio-visual control device 5. Then, the MPU 42 ends the winning process for the operating port. This first hold generation command includes information for making the audio and light emitting control device 5 recognize that hold information has been stored in the memory area of the hold area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 25. The first hold generation command also includes information related to the current support mode. The sound and light emitting control device 5 lights up the first reserve lamp unit 371 and executes a predetermined process based on the first reserve generation command sent from the MPU 42. This process will be explained in detail later. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 25 is four, and the first reserve lamp unit 371 lights up in a number corresponding to this number of reserved balls.

[0110] 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.

[0111] Also, in step S208, when the second start hold memory number RbN is set in step S204, the MPU 42 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 lights up the second reserve lamp unit 372 and executes other predetermined processing based on the second reserve generation command sent from the MPU 42. This processing will be explained in detail later. 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.

[0112] Furthermore, the second 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.

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

[0114] In step S301, the MPU42 executes timer interrupt processing, winning processing for the operation port, or external output processing for transmitting the command set in the previous normal process to each control device on the sub side. In this external output processing, for example, the MPU42 determines whether a prize ball command is set, and if it is determined that the prize ball command is set, it transmits the prize ball command to the payout control device 46. Also, for example, the MPU42 determines whether an effect command such as an effect command corresponding to the game turn effect or an effect command corresponding to the opening / closing execution mode effect is set, and if it is determined that the effect command is set, it transmits the effect command to the sound and light control device 5.

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

[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 a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game number control process in step S303 and the game state transition process in step S304 will be explained in detail later.

[0117] In step S305, the MPU 42 executes a demo display execution determination process. In this demo display execution determination process, the MPU 42 determines whether a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game round has ended without a new game round being started, and if it determines that the start waiting period has elapsed, sets a demo command for starting a demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the audio and light-emitting control device 5. The audio and light emission control device 5 starts the demo display execution process based on the demo command transmitted from the MPU 42.

[0118] Here, the MPU 42 determines whether the start waiting period has elapsed by counting the number of times the process of step S305 is executed. For example, if the start waiting period is 30 seconds and the interval at which the process of step S305 is repeatedly executed is 4 msec, the MPU 42 counts the number of times the process of step S305 is executed and determines that the start waiting period has elapsed when the number of times reaches 7,500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Furthermore, if a new game round is started while the MPU 42 is counting the number of times the process of step S305 is executed, the MPU 42 resets the count value.

[0119] In step S306, the MPU 42 executes processing for electric component support for performing drive control of the electric component 261 provided at the lower operation port 26. In this processing for electric component support, 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 reservation 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 fact that the player has rotated the launch handle 16. Specifically, the power supply / launch control device 47 launches a game ball to the game ball launch mechanism 49 by exciting the solenoid of the game ball launch mechanism 49 at a predetermined cycle (0.6 sec in this reference embodiment). Note that the solenoid is excited so as to launch the game ball with a launch intensity corresponding to the rotation operation amount of the launch handle 16. Further, 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 satisfied.

[0121] In step S308, the MPU 4 determines whether or not a power failure flag is set in the 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] If 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 saves 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, if the MPU 42 determines in step S308 that the power failure flag is not set, in step S309, it determines whether or not the timing to execute the next normal processing has arrived, that is, whether or not a predetermined time (4 msec in this reference embodiment) has elapsed since the start of the current normal processing. If the MPU 42 determines in step S309 that the timing to execute the next normal processing has not arrived, that is, if a remaining time has occurred, in step S310, it updates the random number initial value counter CINI, and in step S311, it updates the variation type counter CS. Note that the MPU 42 repeatedly executes steps S308 to S311 until it determines in step S309 that the timing to execute the next normal processing has arrived.

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

[0128] Here, the MPU 42 determines whether or not 1 second has elapsed by counting the number of executions of the process in step S402. For example, when the interval for repeatedly executing the process in step S402 is 0.1 msec, the MPU 42 determines that 1 second has elapsed when the number of executions of the process in step S402 reaches 10,000 times. 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 a RAM erase switch (not shown) provided in the power supply and transmission control device 47 is on or not. When the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processes after step S409. On the other hand, when the MPU 42 determines in step S404 that the RAM erase switch is not on, in step S405, it determines whether a power-off flag is set in the power-off flag storage area of the RAM 44.

[0130] When the MPU 42 determines in step S405 that the power-off flag is not set, it executes the processes after step S409. On the other hand, when the MPU 42 determines in step S405 that the power-off flag is set, in step S406, it calculates a RAM determination value. In step S407, the MPU 42 checks the validity of the data stored in the RAM 44 by determining whether the RAM determination value calculated in step S406 is normal. Specifically, the MPU 42 compares the RAM determination value calculated in step S406 with the RAM determination value stored in step S313 (power-off process) of the normal process. If they match, it determines that the RAM determination value is normal; if they do not match, it determines that the RAM determination value is abnormal.

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

[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 is 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 initializes 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 game arcade business. Also, when the pachinko machine 1 does not confirm the occurrence of a power outage on the power outage monitoring board 45 or when the RAM determination value is abnormal, the data stored in the RAM 44 is initialized.

[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 and light emission control device 5), and in step S412, the MPU 42 permits the occurrence of timer interrupt processing and proceeds to the normal processing described above. Note that the sub-control board recognizes that the communication with the main control board 41 is performed normally by receiving the initial command transmitted in step S411, and executes its own initialization.

[0136] <Game turn control process> FIG. 12 is a diagram showing a flowchart of the game turn control process. In the game play control process, the MPU 42 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 42 determines whether or not the MPU 42 is in the opening / closing execution mode. If the MPU 42 determines in step S501 that the MPU 42 is in the opening / closing execution mode, the MPU 42 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 42 determines that the MPU 42 is in the opening / closing execution mode, the MPU 42 does not start the game round regardless of whether or not the entry of a game ball into each of the actuation ports 25, 26 is detected. The MPU 42 determines whether the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 44. This also applies to the following processes. The MPU 42 sets the open / close execution mode flag when transitioning to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.

[0137] On the other hand, if the MPU 42 determines in step S501 that the mode is not the opening / closing execution mode, it determines in step S502 whether the main display unit 34 is performing a variable display, i.e., whether a game round is in progress. If it is determined in step S502 that the main display unit 34 is not in the process of changing display, the MPU 42 executes a game round start process in steps S503 to S505. On the other hand, when the MPU 42 determines in step S502 that the main display unit 34 is performing a variable display, it executes a game round progression process in steps S506 to S509.

[0138] First, the game start process of steps S503 to S505 will be described. In step S503, the MPU 42 grasps the number of reserved items stored in the first result display unit reserved area Ra and the number of reserved items stored in the second result display unit reserved area Rb, and determines whether the total number CRN of these reserved items is equal to or less than 0. If the MPU 42 determines in step S503 that the total number CRN is equal to or less than 0, it terminates the game play control process.

[0139] On the other hand, when the MPU 42 determines in step S503 that the total number 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 not more than "0". When the MPU 42 determines in step S601 that the second start hold storage number RbN is not more than "0", the MPU 42 executes the data setting processing for the first result display unit in steps S602 to S606. When the MPU 42 determines in step S601 that the second start hold storage number RbN is not less than "0", the MPU 42 executes the data setting processing for the second result display unit in steps S607 to S611.

[0141] Thus, the data setting processing includes data setting processing for the first result display unit that sets the hold information stored in the hold area Ra for the first result display unit for use in consuming the game turns, and data setting processing for the second result display unit that sets the hold information stored in the hold area Rb for the second result display unit for use in consuming the game turns. Then, if the MPU 42 determines in step S601 that the second start pending memory number RbN is not equal to or 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, if the MPU 42 determines that there is pending information stored in the second result display unit pending area Rb based on the winning of a gaming ball into the lower actuation port 26, it preferentially sets the pending information stored in the second result display unit pending area Rb for consumption of a game round, regardless of whether there is pending information stored in the first result display unit pending area Ra based on the winning of a gaming ball into the upper actuation port 25.

[0142] First, the data setting process for the first result display section in steps S602 to S606 will be described. In step S602, the MPU 42 subtracts 1 from the value of the first start pending memory number RaN in the first result display portion pending area Ra to update it. In step S603, the MPU 42 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE. In step S604, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 42 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.

[0143] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is a flag for specifying which of the first result display unit 34 and the second result display unit 342 has started variable display as a game round is played. In step S605, the MPU 42 clears the second result display unit flag, which indicates that the first result display unit 341 will start variable display based on the entry of a gaming ball into the upper actuation port 25 as a game round is played.

[0144] In step S606, the MPU 42 sets a first shift command for recognizing that a shift of reserved information has been executed. Thereafter, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift command set in step S606 to the audio and light-emitting control device 5. This first shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the upper actuation port 25. The sound and light emitting control device 5 changes the lighting state of the first reserve lamp unit 371 and also executes predetermined processing based on the first shift command transmitted from the MPU 42. This processing will be explained in detail later. Specifically, the sound and light emitting control device 5 reduces the number of lights in the first reserve lamp unit 371 as the number of reserved game balls that have entered the upper operating port 25 decreases.

[0145] Next, the data setting process for the second result display section in steps S607 to S611 will be described. In step S607, the MPU 42 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S608, the MPU 42 moves the reserved information stored in the second area Rb1 of the second result display section reserved area Rb to the execution area AE. In step S609, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 42 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3.

[0146] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In this step S610, the MPU 42 sets the second result display unit flag, which indicates that the second result display unit 342 will start to display a variable value based on the entry of a gaming ball into the lower actuation port 26 when a game round is played.

[0147] In step S611, the MPU 42 sets a second shift command for recognizing that a shift of reserved information has been executed. Thereafter, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the second shift command set in step S611 to the audio and light-emitting control device 5. This second shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the second result display unit reserved area Rb based on the entry of a gaming ball into the lower actuation port 26. The sound and light emitting control device 5 changes the lighting state of the second reserve lamp unit 372 and also executes a predetermined process based on the second shift command transmitted from the MPU 42. This process will be described in detail later. Specifically, the sound and light emitting control device 5 reduces the number of lit second reserve lamp units 372 as the number of reserved game balls that have entered the lower actuation port 26 decreases.

[0148] FIG. 14 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start processing, the MPU 42 executes steps S701 to S718 as shown in FIG. 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 "ordinary loss result", and this is the same 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 process when the MPU 42 determines in step S705 that the win / loss result is "jackpot win" (the processes after step S706) will be described. In step S706, the MPU 42 determines whether the second result display part flag is set in the RAM 44.

[0152] When the MPU 42 determines in step S706 that the second result display unit flag is not set in the RAM 44, it indicates that the variable display on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 is started. Therefore, in step S707, the first payout table (see FIG. 7(a)) is read from the payout table storage area 432 of the ROM 43. On the other hand, when the MPU 42 determines in step S706 that the second result display unit flag is set in the RAM 44, it indicates that the variable display on the second result display unit 342 based on the winning of the game ball into the lower operation port 26 is started. Therefore, in step S708, the second payout table (see FIG. 7(b)) is read from the payout table storage area 432 of the ROM 43.

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

[0154] In step S710, the MPU 42 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU 42 determines information related to the pattern to be finally stopped and displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34 according to the payout result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines the information related to the pattern to be finally stopped and displayed on the main display unit 34 by comparing the payout result determined in step S709 with the stop result table for the jackpot result stored in advance in the ROM 43. This stop result table for the jackpot result defines the mode of the pattern to be stopped and displayed on the main display unit 34 to be different for each payout 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 a stop result setting process for the special loss result. In this stop result setting process for the special loss result, the MPU 42 determines the information related to the pattern that will ultimately be stopped and displayed on the first result display section 341 or the second result display section 342 of the main display section 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines the information related to the pattern that will ultimately be stopped and displayed on the main display section 34 by referring to the stop result table for the special loss result pre-stored in the ROM 43. The pattern modes set in this stop result table for the special loss result are different from the pattern modes set in the stop result table for the big win result. In step S714, the MPU 42 sets a special miss flag in the RAM 44. In each of the following processes, the MPU 42 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.

[0158] In response to this, in step S715, the MPU 42 executes a stop result setting process for a normal loss result. In this stop result setting process for a normal loss 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 section 34, 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 section 34 by referring to a stop result table for a normal loss result stored in advance in the ROM 43. The pattern of the symbols set in this stop result table for a normal loss result is different from the pattern of the symbols set in the stop result table for a jackpot result and the stop result table for a special loss result.

[0159] After executing any one of the processes in steps S711, S714, and S715, the MPU 42 executes a process for setting the display duration (display duration period) in step S716. In the display duration setting process, the MPU 42 acquires the value of the fluctuation type counter CS stored in the fluctuation 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 on the symbol display device 36. Specifically, when the distribution result determined in step S709 is a "low probability result" or a "most favorable result", and the pass / fail result determined in step S704 is a "normal miss result" and the reach draw lottery is won, the MPU 42 determines that a reach display occurs. Note that, as described above, the MPU 42 executes the reach draw lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the 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, determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44. On the other hand, when the MPU 42 determines that a reach display does not occur, it refers to the reach non-occurrence display duration table stored in the reach table storage area 433 of the ROM 43, determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer, and sets the determined display duration in the display duration counter provided in the various counter areas 441 of the RAM 44.

[0162] Specifically, the display duration table for non-reach occurrence is set such that the display duration becomes shorter as the number of pending items increases. Therefore, the display duration when digesting the pending information related to the upper operation port 25 is set to become shorter as the number of pending items related to the upper operation port 25 increases. And the display duration when digesting the pending information related to the lower operation port 26 is set to become shorter as the number of pending items related to the lower operation port 26 increases. Also, the display duration table for non-reach occurrence is set to shorten the display duration when the support mode is the high-frequency support mode compared to the case when it is the low-frequency support mode. In other words, if the number of pending items is the same, the display duration in the case of the high-frequency support mode is shorter than that in the case of the low-frequency support mode. Furthermore, the display duration determined by referring to the display duration table for reach occurrence is different from the display duration determined by referring to the display duration table for non-reach occurrence.

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

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

[0165] The variable command includes information related to the display duration. Also, the variable command does not include information on whether reach display occurs. Here, as described above, the display duration determined by referring to the reach-occurrence display duration table is different from the display duration determined by referring to the reach-non-occurrence display duration table. Therefore, even if the information on whether or not a reach display occurs is not included in the variable command, it is possible for the voice and light control device 5, which is the sub-control device, to determine whether or not a reach display occurs based on the information related to the display duration. In this sense, it can be said that the variable command indirectly includes the information on whether or not a reach display occurs. Note that the variable command may directly include the information on whether or not a reach display occurs.

[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 "normal 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. Thereafter, 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 digesting the game rounds, based on the winning of the game balls into the upper operation port 25, a variable display is started on the first result display unit 341. Therefore, a variable display is started on the first result display unit 341. In contrast, when the MPU 42 determines that the second result display unit flag is set in the RAM 44, this indicates that the second result display unit 342 should start displaying a changing value based on the entry of a game ball into the lower operating port 26 when a game round is played, and so the MPU 42 starts displaying a changing value in the second result display unit 342.

[0168] Returning to the explanation of the game round control process, the game round progress process in steps S506 to S509 will be explained with reference to FIG. In step S502, the MPU 42 determines whether or not the main display unit 34 is performing a variable display, and if it determines that the main display unit 34 is performing a variable display, it executes a game round progression process in steps S506 to S509.

[0169] In step S506, the MPU 42 determines whether the display duration time set in step S716 of the variation start processing has elapsed. Specifically, the MPU 42 determines whether the value set in the display duration time counter of the RAM 44 has become equal to or less than "0." Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.

[0170] If the MPU 42 determines in step S506 that the display duration time has not elapsed, it executes a variable display process in step S507. In this variable display process, the MPU 42 updates the display of the main display unit 34 during the variable display. Thereafter, the MPU 42 ends the game number 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 is finally stopped and displayed on the main display unit 34) in any one of the processes of steps S710, S713, and S715 of the variation start process executed when starting the variation display on the main display unit 34. Then, when the game round ends, the MPU 42 executes display control of the main display unit 34 so that the pattern corresponding to the identified information is displayed on the main display unit 34 during the variation display.

[0172] Here, the pattern finally stopped and displayed on the main display unit 34 differs for each type of game result. Therefore, the game hall manager or the like can confirm the game result by visually observing the main display unit 34 when the game round ends. According to this, the game hall manager or the like can easily confirm whether an illegal act is being committed, such as trying to make the pachinko machine 1 perform the same behavior as when winning the jackpot lottery. Also, the main display unit 34 has a smaller display area compared to the display screen G of the symbol display device 36, and the pattern stopped and displayed on the main display unit 34 is less recognizable to the player compared to the symbol columns Z1 to Z3 stopped and displayed on the display screen G of the symbol display device 36. Therefore, when the game round ends, the player will judge whether they have won the jackpot or not by checking the display screen G of the symbol display device 36 instead of the main display unit 34, so the degree of attention to the display screen G can be increased.

[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 state 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 the various counter areas 441 of the RAM44. This opening / closing counter SOC is a counter for the MPU42 to specify the total number of times the big winning opening 271 of the variable winning device 27 is opened and closed when transitioning to the opening / closing execution mode.

[0178] On the other hand, when the MPU42 determines in step S804 that the pass / fail result is not a "special deviation result", that is, when the pass / fail result is determined to be a "big win 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 the various counter areas 441 of the RAM44. Also, when the MPU42 determines in step S806 that the allocation result is not a few-round high-probability result, that is, when the allocation result is determined to be a "low-probability result" or "most advantageous result", in step S808, it sets "15" in the round counter RC. This round counter RC is a counter for the MPU42 to specify the number of rounds of the round game when transitioning to the opening / closing execution mode.

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

[0183] After executing any one of the processes in steps S805, S807, and S808, the MPU 42 sets "1000" as the waiting time (waiting period) for opening in a timer counter T provided in the various 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 a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.

[0184] In this way, when the MPU 42 determines in step S803 that the win / loss result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for opening in the timer counter T regardless of the type of game result. In other words, the waiting time for opening is the same regardless of the type of game result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.

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

[0186] Next, the process (the process from step S811 onwards) when it is determined in step S801 that the MPU 42 is in the opening / closing execution mode will be described. In step S811, the MPU 42 executes the big prize opening / closing process.

[0187] FIG. 16 is a diagram showing a flowchart of the big prize opening / closing process. In the big prize opening opening / closing process, the MPU 42 executes steps S901 to S924 as shown in FIG. In step S901, the MPU 42 determines whether the big prize opening 271 is open or not. If the MPU 42 determines in step S901 that the big prize opening 271 is not open, it executes the processes in step S902 and thereafter. On the other hand, if the MPU 42 determines in step S901 that the big prize opening 271 is open, it executes the processes in step S906 and thereafter.

[0188] First, the process (the process from step S902 onwards) when it is determined in step S901 that the big prize opening 271 is not open by the MPU 42 will be described. In step S902, the MPU 42 determines whether the value of the open / close counter SOC is equal to or less than "0" and whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S902 that both the value of the open / close counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening open / close process.

[0189] In contrast, if the MPU42 determines in step S902 that at least one of the values of the opening / closing counter SOC and the round counter RC is not less than "0", it determines in step S903 whether the value of the timer counter T is less than "0". If the MPU 42 determines in step S903 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening 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 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, each time the timer interrupt process is executed, the timer counter T is updated by subtracting 1 from the previous value. 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 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 in the big winning opening 271 to 8 balls. Therefore, since the upper limit continuous time in the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls winning in the big winning opening 271 and the launching cycle of the game balls, it is easy to make 8 game balls, which is the upper limit, win in the big winning opening 271. On the other hand, since the upper limit continuous time in the short-time mode is shorter than the product of the upper limit of the total number of game balls winning in the big winning opening 271 and the launching cycle of the game balls (more specifically, shorter than the launching cycle of the game balls), it is difficult to make a game ball win in the big winning opening 271. Depending on the timing, it is possible to make about 1 game ball win in the big winning opening 271.

[0199] Returning to the explanation of the big winning opening opening / closing process, the processes after step S905 will be described with reference to FIG. 16. After executing the big winning opening releasing 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-visual control device 5. After that, the MPU 42 ends the big winning opening opening / closing process. Note that the audio-visual control device 5 recognizes that the opening / closing door 272 has been set to the open state based on the opening command transmitted from the MPU 42, and executes a predetermined process.

[0200] Next, the process (processes after step S906) when it is determined in step S901 by the MPU 42 that the big winning opening 271 is open will be described. In step S906, the MPU 42 determines whether the value of the timer counter T is "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, the process when it is determined in step S906 by the MPU 42 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 by subtracting 1 from the value of the winning counter PC.

[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 slightly differ according to the type of game result to such an extent that it is recognized as the same by the player. Also, for example, the standby time for ending may be configured to greatly differ according to the type of game result, such as being significantly 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. Then, the MPU 42 ends the big winning opening / closing process. Note that the voice light control device 5 recognizes the end of the opening / closing execution mode based on the ending command transmitted from the MPU 42 and executes predetermined processing.

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

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

[0219] Returning to the description of the game state transition process, the process 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] If the MPU 42 determines in step S812 that at least one of the value of the open / close counter SOC and the value of the round counter RC is not "0" or less, the MPU 42 ends the game state transition process. On the other hand, if the MPU 42 determines in step S812 that both the value of the open / close counter SOC and the value of the round counter RC are "0" or less, the MPU 42 determines in step S813 whether the value of the timer counter T is "0" or less.

[0221] If the MPU 42 determines in step S813 that the value of the timer counter T is not "0" or less, the MPU 42 ends the game state transition process. On the other hand, when the MPU 42 determines in step S813 that the value of the timer counter T is "0" or less, in step S814, after clearing the flag during the opening / closing execution mode stored in the RAM 44, the MPU 42 executes the transition process at the end of the opening / closing execution mode. After that, the MPU 42 ends the game state transition process. Hereinafter, the transition process at the end of the opening / closing execution mode will be described in detail.

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

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

[0224] First, the process in step S1101 when the MPU 42 determines that the allocation result is the "most advantageous result" or the "explicitly few-round high-probability result" (the processes after step S1102) will be described. In step S1102, the MPU 42 sets the high-frequency support flag in the RAM 44. If the high-frequency support flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the support mode to the high-frequency support mode.

[0225] In step S1103, the MPU 42 clears the count limit flag stored in the RAM 44. Here, if the high frequency support flag is set in RAM 44 and the number of times limit flag is not set, the high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."

[0226] In step S1104, the MPU 42 sets the high-probability mode flag in the RAM 44. If the high-probability mode flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues at least until the win / loss lottery results in a "jackpot win." Thereafter, the MPU 42 ends the transition process at the end of the open / close execution mode.

[0227] When the transition process at the end of the open / close execution mode is completed, the MPU 42 clears the flags (low probability result flag, non-expressed few rounds high probability result flag, expressed few rounds high probability result flag, and most advantageous result flag) set in the RAM 44 according to the allocation result and the special loss flag. Also, in step S701 of the above-mentioned fluctuation 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 process (processing from step S1105 onwards) when 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" will be described. In step S1105, the MPU 42 determines whether the allocation result is an "unspecified few rounds high probability result."

[0229] If the MPU 42 determines in step S1105 that the allocation result is an "unspecified few rounds high probability result", it executes the processes from step S1106 onwards. On the other hand, if the MPU 42 determines in step S1105 that the allocation result is not the "non-explicit few-round high-probability result", it executes the processes from step S1108 onwards.

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

[0231] If the MPU 42 determines in step S1106 that the high-frequency support flag is set in the RAM 44, the MPU 42 executes the processing after step S1103 described above. On the other hand, if the MPU 42 determines in step S1106 that the high-frequency support flag is not set in the RAM 44, in step S1107, the MPU 42 sets a high-probability mode flag in the RAM 44. If the high-probability mode flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until at least a "big win" is achieved in the win / loss lottery. After that, the MPU 42 ends the transition processing at the end of the open / close execution mode.

[0232] Next, the processing (processing after step S1108) when it is determined at the MPU 42 in step S1105 that the allocation result is not a "non-explicit few-round high-probability result" will be described. In step S1108, the MPU 42 determines whether the allocation result is a "low-probability result".

[0233] If the MPU 42 determines in step S1108 that the allocation result is not a "low-probability result" (when it is determined that the win / loss result is a "special loss result"), the MPU 42 ends the transition processing at the end of the open / close execution mode. On the other hand, if the MPU 42 determines in step S1108 that the allocation result is a "low-probability result", the MPU 42 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 is already 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 the various counter areas 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 is already 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 support processing for electric roles in step S306 of the normal processing, but detailed explanations are omitted.

[0237] In this way, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "most advantageous result" or a "high probability result with a specified number of rounds," the game state will transition to high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The high probability mode and high frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."

[0238] Also, when the current support mode is the high-frequency support mode, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and high-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and high-frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."

[0239] On the other hand, if the current support mode is the low-frequency support mode and the lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and low-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and low-frequency support mode will continue at least until the lottery results in a "jackpot win."

[0240] Furthermore, if the winning / losing lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "low probability result," the game state will transition to low probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The low probability mode will continue at least until the winning / losing lottery results in a "jackpot win," and the high frequency support mode will transition to low frequency support mode if 100 games have been played without a "jackpot win" in the winning / losing lottery.

[0241] Also, when the result of the win / loss lottery is not a "big win", that is, when the win / loss result in the win / loss lottery is a "special loss result" or a "normal loss result", the game 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 formed into a chip 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. Based on commands transmitted from the main control device 4 and information input from the push button 142 when operated by the player, the MPU52 executes drive control of various lamp units 124, 371 to 373 and the speaker unit 125. In addition, the MPU52 transmits the commands as a result of analyzing these commands to the display control device 6. Note that the audio-visual 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, namely, a first area SRa1 to a fourth area SRa4. Each of the areas SRa1 to SRa4 is set to a storage capacity capable of storing normal reservation information for generating a normal reservation and advance reservation information for generating an advance reservation. The normal reservation information for generating a normal reservation and the advance reservation information for generating an advance reservation will be described in detail later.

[0247] The MPU52 stores the normal reservation information or the advance reservation information in the areas SRa1 to SRa4 in chronological order in accordance with the reception of the first reservation generation command as sub-side reserved information. Specifically, when the MPU52 receives the first reservation generation command transmitted from the MPU42, it stores the sub-side reserved information in the order of the first area SRa1 → the second area SRa2 → the third area SRa3 → the fourth area SRa4 in chronological order.

[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-mounted 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 sound and light control device 5, and performs predetermined arithmetic processing based on these commands to execute the control of the VDP 65. Specifically, the MPU 62 executes the control of the VDP 65 by generating commands for the VDP 65.

[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 chip-mounted as an IC, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. This VDP 65 reads image data from the character ROM 66 based on the content of the commands generated by the MPU 62, and stores this image data in the video RAM 67.

[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 out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the development buffer 68. Further, 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 on the display screen G of the symbol display device 36 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 causes the drawing data to be transferred to the frame areas 691 and 692 that are the output targets. The VDP65 adjusts the resolution with a scaler (not shown) to make the drawing data correspond to the resolution of the symbol display device 36 and converts it into gradation data. Then, based on this gradation data, the VDP65 generates an image signal corresponding to each dot of the display screen G and outputs the image signal to the symbol display device 36.

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

[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, the MPU 52 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 in which they were transmitted from the MPU 42. The MPU 52 reads the commands from the ring buffer in the order in which they were stored.

[0265] In step S2002, the MPU 52 executes a reserved decision process based on the command sent from the MPU 42. In the reserved decision process, the MPU 52 determines the occurrence of a reserved pattern, the shift of a reserved pattern, etc. This reserved decision process will be described in detail later. In step S2003, the MPU 52 executes a process for determining an effect based on the command transmitted from the MPU 42. In the process for determining an effect, the MPU 52 determines an effect for a game round, an effect for an open / close execution mode, etc. This process for determining an effect will be described in detail later. In step S2004, the MPU 52 executes a performance execution process based on the contents of the hold determination process in step S2002 and the performance determination process in step S2003. Specifically, in the performance execution process, the MPU 52 executes light emission control of the various lamp units 124, 371 to 373 and executes audio 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 a demo display when a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game round has ended without a new game round being started. Specifically, in the demo display execution process, the MPU 52 executes light emission control of the various lamp units 124 and audio control of the speaker unit 125.

[0267] In step S2006, a command transmission process is executed to transmit the commands set in the hold determination process in step S2002 and the effect determination process in step S2003 to the display control device 6. In this command transmission process, the MPU 52 determines whether or not it is time to transmit the 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 determines that it is time to transmit the various commands to the display control device 6, it transmits the commands to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.

[0268] <Regarding the hold determination process executed by the audio and light emission control device> FIG. 23 is a flowchart illustrating the suspension determination process. The MPU 52 of the audio and light emission control device 5 executes a reserved decision process to generate a reserved pattern, shift the reserved pattern, etc. In this reserved decision process, the MPU 52 executes steps S2101 to S2104 as shown in FIG.

[0269] In step S2101, the MPU 52 determines whether or not the hold occurrence command (the first hold occurrence command or the second hold occurrence command) transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2101 that it has not received a hold generation command, it executes the processes in and 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. If the MPU 52 determines in step S2201 that it has received the first hold generation command, it determines the number of holds stored in the first sub-side hold area SRa in step S2202 and sets the number of holds as the first sub-side start hold memory number SRaN in a predetermined memory area in the first sub-side hold area SRa. Thereafter, the MPU 52 executes the process from step S2204 onward.

[0273] On the other hand, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (if it determines that it has received the second hold generation command), it determines the number of holds stored in the second sub-side hold area SRb in step S2203 and sets that number of holds as the second sub-side start hold memory number SRbN in a predetermined memory area in the second sub-side hold area SRb. Thereafter, the MPU 52 executes the processing from step S2204 onwards.

[0274] After executing the process of step S2202 or step S2203, the MPU 52 adds 1 to the value of the sub-side start pending storage number SN (SRaN or SRbN) to update it in step S2204.

[0275] In step S2205, the MPU 52 executes a lottery process for advance notice reservation. In this lottery process for advance notice reservation, the MPU 52 executes a lottery to determine whether or not advance notice reservation will occur. Specifically, the MPU 52 executes a lottery to determine whether or not to issue a notice hold by using the value of the notice hold occurrence counter. The notice hold occurrence counter is provided in the various counter area 542 of the RAM 54.

[0276] Here, the advance notice hold is a hold that executes an advance notice display that changes the type of reserved image, etc. to notify the player of the expected degree of the hold, or an advance notice display that generates a pre-reading effect that notifies the player of the expected degree of the hold by displaying the number of games based on the hold that will be consumed before the hold.

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

[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 (win / loss result) of a lottery (win / loss lottery) for the occurrence of a jackpot and information related to the result of a lottery (reach generation lottery) for determining whether to generate a reach display. Based on the first hold generation command and the second hold generation command, MPU52 includes in the notice hold information information regarding the result (win / lose result) of the lottery for the occurrence of a jackpot (win / lose lottery) and information regarding the result of the lottery for whether or not to generate a reach display (reach generation lottery).

[0280] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the advance notice pending information in the first free memory area in the first sub-side reserve 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 advance notice pending 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.

[0281] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the advance notice pending information in the first free memory area in the second sub-side reserve 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 advance notice pending 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.

[0282] On the other hand, if the MPU 52 determines in step S2206 that a notice hold will not be generated, it executes a normal hold generation process in step S2208. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Furthermore, based on the contents of this normal hold generation process, 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 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 storage number SN updated in step S2204. Here, the normal reservation information includes information related to the result (win / loss result) of the lottery for the occurrence of a big win (win / loss lottery) and information related to the result of the lottery for 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 the occurrence of a big win (win / loss lottery) and information related to the result of the lottery for 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 the occurrence of a big win (win / loss lottery) and information related to the result of the lottery for 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 storage number 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 storage number SRaN updated in step S2204. For example, when the MPU 52 sets "3" to the first sub-side start reservation storage number 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 storage number SRaN updated in step S2204.

[0285] 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.

[0286] After executing the advance 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. The MPU 52 then stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.

[0287] The MPU 62 of the display control device 6 reads from the program ROM 63 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. Then, the MPU 62 outputs a command to the VDP 65 based on this data table at each predetermined image update timing (for example, every 20 msec). 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 symbol display device 36 displays the notice hold symbol or the 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 processing> 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 of 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 sequentially shifting the sub-side reserved information stored in each area SRa1 to SRa4 to the first area SRa1 side. Specifically, the MPU 52 shifts the sub-side reserved information of the second area SRa2 to the first area SRa1, shifts the sub-side reserved information of the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information of the fourth area SRa4 to the third area SRa3.

[0291] Next, the data setting process of the second sub-side reserved area SRb in steps S2305 to S2307 will be described. In step S2305, the MPU 52 updates by subtracting 1 from the value of the second sub-side start reserved memory number SRbN in the second sub-side reserved area SRb. In step S2306, the 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 of shifting 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 of sequentially shifting the sub-side reserved information stored in each area SRb1 to SRb4 to the first area SRb1 side. Specifically, the MPU 52 shifts the sub-side reserved information of the second area SRb2 to the first area SRb1, shifts the sub-side reserved information of the third area SRb3 to the second area SRb2, and shifts the sub-side reserved information of the fourth area SRb4 to the third area SRb3.

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

[0293] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the normal hold and advance notice hold shifts on the pattern display device 36 based on the hold display shift command transmitted from the MPU 52. The MPU 62 then outputs a command to the VDP 65 based on this data table at each predetermined image update timing (e.g., every 20 msec). 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 rendering buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the rendering buffer 68. As a result, the pattern display device 36 displays and executes the normal hold and advance notice hold shifts on the display screen G.

[0294] FIG. 26 is a diagram showing the preview reserved pattern and the normal reserved pattern displayed on the display screen of the pattern display device. As shown in Figure 26, the MPU62 displays on the display screen G pedestals B11 to B14 corresponding to the four memory areas, the first area SRa1 to the fourth area SRa4, of the first sub-side holding area SRa, pedestals B21 to B24 corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb, and an execution pedestal AB provided between pedestals B11 and B21 corresponding to the execution area SAE.

[0295] Note that the first reserved lamp section 371 is provided corresponding to four storage areas, i.e., the first area SRa1 to the fourth area SRa4 of the first sub-side reserved area SRa, from the left side to the right side. On the other hand, the pedestals B11 to B14 are provided corresponding to four storage areas, i.e., the first area SRa1 to the fourth area SRa4 of the first sub-side reserved area SRa, from the right side to the left side. Also, the second reserved lamp section 372 is provided corresponding to four storage areas, i.e., the first area SRb1 to the fourth area SRb4 of the second sub-side reserved area SRb, from the left side to the right side. Similarly, the pedestals B21 to B24 are provided corresponding to four storage areas, i.e., the first area SRb1 to the fourth area SRb4 of the second sub-side reserved area SRb, from the left side to the right side.

[0296] The pedestals B11 to B14, the pedestals B21 to B24, and the execution pedestal AB notify the player of the occurrence of a preview reservation or a normal reservation by placing a preview reservation pattern or a normal reservation pattern thereon. Specifically, when the MPU62 determines that normal reservation information is stored in the storage area of the first sub-side reserved area SRa based on the content of the reservation display generation command or the reservation display shift-time command transmitted from the MPU52, a white sphere pattern, which is a normal reservation pattern, is placed on the pedestals B11 to B14. When the MPU62 determines that preview reservation information is stored in the storage area of the first sub-side reserved area SRa based on the content of the reservation display generation command or the reservation display shift-time command transmitted from the MPU52, a blinking white sphere pattern, which is a preview reservation pattern, is placed on the pedestals B11 to B14.

[0297] Also, when the MPU62 determines that normal reservation information is stored in the storage area of the second sub-side reserved area SRb based on the content of the reservation display generation command or the reservation display shift-time command transmitted from the MPU52, a white sphere pattern, which is a normal reservation pattern, is placed on the pedestals B21 to B24. When MPU62 determines that the preview hold information is stored in the storage area of the second sub-side hold area SRb based on the content of the hold display generation command or the hold display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on pedestals B21 to B24.

[0298] Furthermore, when MPU62 determines that the normal hold information is stored in the execution area SAE based on the content of the hold display shift command transmitted from MPU52, it places a white sphere pattern, which is a normal hold pattern, on the execution pedestal AB. When MPU62 determines that the preview hold information is stored in the execution area SAE based on the content of the hold display shift command transmitted from MPU52, it places a blinking white sphere pattern, which is a preview hold pattern, on the execution pedestal AB.

[0299] Here, in the example of FIG. 26, MPU62 places a normal hold pattern on pedestals B11 and B12, a preview hold pattern on pedestal B13, and a normal hold pattern on the execution pedestal AB. Also, in this example, MPU62 places a normal hold pattern on pedestal B21. Also, in this example, MPU62 does not place a pattern on pedestals B14 and B22 to B24. Note that in this reference embodiment, the patterns for normal hold and preview hold are different from each other, but they may be the same. Also, in this reference embodiment, MPU62 has displayed pedestals B11 to B14, 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-light control device> FIG. 27 is a diagram showing a flowchart of the effect determination process. MPU52 of the audio-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, MPU52 executes steps S2401 to S2413.

[0301] In step S2401, the MPU 52 determines whether it has received the variation command and the type command transmitted from the MPU 42. If the MPU 52 determines in step S2401 that it has not received each command, it executes the processing after step S2409. On the other hand, if the MPU 52 determines in step S2401 that it has received each command, in step S2402, it determines whether the game result is the "most advantageous result" or the "low probability result" based on the content of the type command.

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

[0303] On the other hand, if the MPU 52 determines in step S2402 that the game result is not the "most advantageous result" or the "low probability result", in step S2404, it determines whether the game result is the "normal miss result" based on the content of the type command. When the MPU52 determines in step S2404 that the game result is not a "normal losing result", that is, when the game result is any one of a "special losing result", a "non-explicit few-round high-probability result", and an "explicit few-round high-probability result", 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 will finally stop and be displayed on the valid line L. Specifically, the MPU52 determines a special combination of symbols (for example, "3·4·1") having different numbers from each other that are not selected when a "normal losing result" occurs in the pass / fail lottery, rather than a combination of symbols having the same number. Note that this special combination of symbols is the same regardless of the type of game result.

[0304] On the other hand, when the MPU52 determines in step S2404 that the game result is a "normal losing result", in step S2406, it executes a symbol determination process for normal losing. In this symbol determination process for normal losing, 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 will finally stop and be 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 will finally stop and be displayed on the valid line L. Specifically, the MPU52 randomly determines, by lottery or the like, a combination of symbols that is different from the combination of symbols having the same number, the special combination of symbols, and the combination of symbols of the reach display.

[0306] After executing any one of the processes of step S2403, step S2405, and step S2406, the MPU 52 executes a process of determining an effect pattern in step S2407. In this process of determining an effect pattern, the MPU 52 selects an effect pattern corresponding to the variation command and the type command by referring to an effect table pre-stored in the ROM 53. Specifically, the MPU 52 selects an effect duration (effect duration period) and effect content as the effect pattern. In step S2407, the MPU 52 also executes a lottery to determine whether or not 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 the player pressing the push button 142, for example.

[0307] Furthermore, the MPU 52 controls the light emission of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the selected performance pattern.

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

[0309] The MPU 62 of the control device 6 reads out from the program ROM 63 a data table for executing the start of the variable display and the display of the stop result on the symbol display device 36 based on the variable start command and the stop result command transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, after starting the variable display, the symbol display device 36 finally stops and displays the stop result determined by the MPU 52 on the valid line L.

[0310] After executing the process of step S2408, or when it is determined in step S2401 that the variable command and the type command have not been received, the MPU 52 executes the processes after step S2409. In step S2409, the MPU 52 determines whether an opening command has been received.

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

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

[0313] Also, based on the selection results of effects A to D, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the effect execution process of step S2004 described above.

[0314] In step S2412, the MPU 52 sets an opening / closing execution mode command including information related to the effect for the opening / closing execution mode selected in step S2411. Then, the 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 display control device 6 reads from the program ROM 63 a data table for executing the effects for the open / close execution mode on the pattern display device 36, based on the command for the open / close execution mode transmitted 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 executes the effects for the open / close execution mode selected by the MPU 52 of the sound and light emission control device 5.

[0316] After executing the process of step S2412, or if it is determined in step S2409 that an opening command has not been received, the MPU 52 executes the processes of step S2413 and subsequent steps. In step S2413, the MPU 52 executes other processing. In the other processing, the MPU 52 executes processing for progressing the effects for the opening / closing execution mode, for example, based on the opening command, closing command, and ending command transmitted from the MPU 42. Thereafter, the MPU 52 ends the effect determination processing.

[0317] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be explained below. Fig. 28 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 28 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., with game results arranged in columns and game states, etc. arranged in rows. As shown in Fig. 28, the pachinko machine 1 has, as game results excluding the "normal losing result", the winning / losing results of "big win winning" and "special losing result", and the allocation results of "non-explicit few-round high-probability result", "explicit few-round high-probability result", "most advantageous result", and "low-probability result".

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

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

[0320] Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the stop result will be a special combination of symbols, and the effect for the open / close execution mode will be effect A. Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the support mode will not be switched. Furthermore, in the game round after the open / close execution mode ends, the symbol display device 36 will not display an image on the display screen G indicating that it is a high probability mode.

[0321] Therefore, by checking the stop result or the effects for the open / close execution mode, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few-round high probability result." In other words, even if the allocation lottery results in a "non-disclosed few-round high probability result" and the game transitions to the high probability mode, the symbol display device 36 will disguise the game as if the game had not transitioned to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy playing the game while predicting whether or not the win / lose lottery mode has shifted to the high probability mode.

[0322] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which round play is performed with a maximum of two times, and the opening and closing of the large prize opening 271 is performed twice in a short period of time. Also, in the "expressed few rounds high probability result", the win / lose lottery mode transitions to a high probability mode. Also, in the "expressed few rounds high probability result", the stopping result is a special pattern combination, and the presentation for the opening / closing execution mode is Presentation B. Also, in the "expressed few rounds high probability result", the support mode transitions to a high frequency support mode. Furthermore, in the game round after the opening / closing execution mode ends, the pattern display device 36 displays an image on the display screen G indicating that it is in the high probability mode. Therefore, by checking the stop result and the effects for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."

[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, the pachinko machine 1 sets the opening / closing door 272 to an open state, and then sets the opening / closing door 272 to a closed state again when the total number of game balls entering the large prize opening 271 reaches a predetermined upper limit of eight. However, for example, the pachinko machine 1 may set the upper limit to any number other than eight. Also, for example, the pachinko machine 1 may set the upper limit to be different depending on the allocation result. Furthermore, for example, the pachinko machine 1 may set the upper limit to be different for each round during one opening / closing execution mode.

[0330] (4) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to the open state, and then sets the opening / closing door 272 to the closed state again when the total number of game balls entering the special prize opening 271 reaches a predetermined upper limit. In contrast, for example, the pachinko machine 1 may be configured to include an end trigger opening that sets the opening / closing door 272 to the closed state when a game ball enters the special prize opening, and to allow a ball to enter the end trigger opening after a predetermined time has elapsed. (5) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again when a predetermined upper limit duration (upper limit duration) has elapsed. In contrast to this, for example, the pachinko machine 1 may set the door 272 to the open state, and then set the door 272 to the closed state again when a predetermined time has elapsed since a prize was won in the special prize opening 271.

[0331] (6) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again. However, for example, the pachinko machine 1 may be configured to move to the next round of play without setting the door 272 to the closed state again after setting the 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 shorter 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 in terms of 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 so 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 occurrence, the number of random number values resulting in a "special losing result" is two. In a gaming state where a pass / fail table for the high-probability mode is referred to during the lottery for a big win occurrence, the number of random number values resulting in a "special losing result" was one. In other words, the probability of resulting in a "special losing result" was set to be higher in the low-probability mode than in the high-probability mode. On the contrary, the probability of resulting in a "special losing result" may be set to be lower in the low-probability mode than in the high-probability mode, or may be set to be the same in both the low-probability mode and the high-probability mode. Also, the probability of resulting in a "special losing result" may be set to be zero in at least either the low-probability mode or 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 consumption of game turns regardless of whether there is hold information related to the upper operation port 25. In contrast, the MPU 42 may set the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 for consumption of game turns in the winning order of their respective hold information.

[0340] (17) In this reference embodiment, the main control device 4 transmits a command to the sound and light control device 5, and the sound and light 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 sound and light control device 5, thereby executing the control of the sound and light control device 5. Note that the commands transmitted from the main control device 4 to the sound and light control device 5 and the commands transmitted from the sound and light 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 sound and light control device 5, and the display control device 6 as separate control devices. In contrast, for example, the sound and light control device 5 and the display control device 6 may be provided as the same control device, or at least one of the sound and light 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 executes an effect for the game by starting a variable display of the symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction based on winning a prize at the upper operation port 25 or the lower operation port 26 on the display screen G. On the other hand, the effect for the game 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 the game 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 the game 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 the game 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 a prize at the upper operation port 25 or the lower operation port 26, and then the main display unit 34 and the symbol display device 36 execute a variable display and display, as a stop result of the variable display, the result of the internal lottery performed based on winning a prize 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 a variable display before executing the internal lottery and display, as a stop result of the variable 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 reference embodiment, the pachinko machine 1 includes a main display unit 34. The main display unit 34 executes a variable display of patterns and, as a result of the stop of the variable display, displays the result of an internal lottery. On the other hand, for example, the main display unit 34 may display the same stop result regardless of the result of the internal lottery as the result of the stop of the variable display, or may make it impossible to identify the result of the internal lottery by randomly displaying the stop result. Further, for example, the pachinko machine 1 may not include the main display unit 34.

[0344] (22) In this reference embodiment, the symbol display device 36 starts a variable display of symbols by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction based on winning in the upper operation port 25 or the lower operation port 26, thereby executing an effect for game use on the display screen G. On the other hand, the symbol display device 36 may execute an effect for game use on the display screen G by displaying a symbol (pattern) that indicates the result of the internal lottery.

[0345] For example, the symbol display device 36 sets a predetermined area in at least one of an area narrower than the area for displaying the symbols in each symbol column Z1 to Z3 and an area at the periphery of the area for displaying the symbols in each symbol column Z1 to Z3, and when stopping the variable display of the symbols in each symbol column Z1 to Z3, may display a symbol that indicates the result of the internal lottery in this predetermined area. The symbol displayed in this predetermined area may be executing a variable display or may be non-displayed during the variable display of the symbols in each symbol column Z1 to Z3.

[0346] Here, the symbols displayed in the predetermined area may be characters, colors, or patterns that are difficult for players to distinguish, or a combination of these may be used. Furthermore, even if the characters, colors, or patterns are not difficult for players to distinguish, similar symbols or combinations thereof may be used to make the symbols difficult for players to distinguish. This allows the manager of the gaming facility, for example, to easily check whether or not fraudulent activity is being committed by visually checking the symbol display device 36, without visually checking the main display unit 34, at the end of a round of play, in an attempt to make the pachinko machine 1 behave in the same way as if it had won a lottery for a jackpot.

[0347] (23) In this embodiment, the pachinko machine 1 is configured to operate independently, but it may be configured to transmit and receive information by interlocking with an external device such as a mobile phone. For example, the gaming machine may be configured so that an optical code can be output by a player operating a button or the like on the gaming machine, and the optical code information can be captured and read by a camera on a mobile phone or the like, and the gaming machine information can be transmitted to a web server by accessing a website. Also, the gaming machine may be configured so that information from the web server can be received by a player operating a button or the like on the gaming machine and entering a password issued by accessing a website into the gaming machine.

[0348] (24) In this embodiment, the gaming machine of the present invention has been described by taking the pachinko machine 1 as an example. However, the gaming machine of the present invention may be a type of pachinko machine different from the pachinko machine 1. For example, the gaming machine of the present invention may be a pachinko machine that releases an electric device a predetermined number of times when a gaming ball enters a specific area, or a pachinko machine that generates the right to win a jackpot when a gaming ball enters a specific area. Furthermore, the gaming machine of the present invention may be another type of gaming machine, such as an arrange ball machine or a mahjong ball machine.

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

[0350] In this reference embodiment, the main control device 4 executes a process 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. The details of the winning process for the operating port in this reference embodiment will be described below.

[0351] <Winning process for 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, the MPU 42 executes steps S201 to S208M as shown in Fig. 29. Note that this reference embodiment differs from the main reference embodiment in that the MPU 42 executes the process of step S208M instead of the process of step S208.

[0352] In step S208M, when the first start hold memory number RaN is set in step S202, the MPU 42 sets a first hold generation command for recognizing that hold information has been stored in the memory area of the hold area Ra for the first result display unit, and transmits this set first hold generation command to the sound and light emission control device 5. Thereafter, the MPU 42 ends the winning process for the operating port. This first 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 hold area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 25. The first hold generation command also includes information related to the current support mode. The sound and light emitting control device 5 lights up the first reserve lamp unit 371 and executes other predetermined processes based on the first reserve occurrence command sent from the MPU 42. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 25 is four, and the first reserve lamp unit 371 lights up in a number corresponding to this number of reserved 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] Further, 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 embodiment, the voice and light control device 5 and the display control device 6 execute processes different from those in the main reference embodiment. Specifically, in this reference embodiment, the hold generation process, the hold shift process, and the effect determination process are different from those in the main reference embodiment. Hereinafter, the contents of the hold generation process, the hold shift process, and the effect determination process in this reference embodiment 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 embodiment, the MPU 52 is different from the main reference embodiment 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 storage 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 storage 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 storage 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 the advance hold. In this lottery process for the advance hold, the MPU52 executes a lottery on whether to generate an advance hold. Specifically, the MPU52 executes a lottery on whether to generate an advance hold by using the value of the advance hold generation counter. The advance hold generation counter is provided in various counter areas 542 of the RAM54.

[0362] Here, a notice reservation is a reservation that executes a notice display that changes the type of reserved symbol or the like in order to notify the player of the expectation level of the reservation, or a notice display that generates a preview effect that notifies the player of the expectation level of the reservation through the production of a game turn based on a reservation that is resolved before that reservation. In this reference embodiment, a notice reservation that executes a notice display that generates a preview effect will be described, and the description of a notice reservation that executes other notice displays will be omitted.

[0363] The notice reservation generation counter is a loop counter that is incremented by 1 each time it is updated and returns to 0 after reaching the maximum value. The notice reservation generation counter is updated periodically, and the updated value is appropriately stored in a buffer for the notice reservation generation counter set in a predetermined area of the RAM 54. Then, the MPU 52 executes a lottery (notice reservation generation lottery) as to whether or not to generate a notice reservation based on the value of the notice reservation generation counter stored in the buffer for the notice reservation generation counter. Specifically, the MPU 52 acquires the value of the notice reservation generation counter stored in the buffer for the notice reservation generation counter, and executes a lottery as to whether or not to generate a notice reservation by comparing this value with a table for notice reservation generation. The table for notice reservation generation is a table that stores random number values related to the generation of notice reservations and is stored in the ROM 53.

[0364] In step S2206, the MPU 52 determines whether or not it has won the notice reservation generation lottery in step S2205 (whether or not to generate a notice reservation). If the MPU 52 determines in step S2206 that a notice reservation is to be generated, it executes a notice reservation generation process in step S2207M. In this notice reservation generation process, the MPU 52 executes a process for generating a notice reservation. Further, based on the content of this notice reservation generation process, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the 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 big win lottery (win / loss lottery) and information related to the result of the lottery for generating a reach display (reach generation lottery). Note that the MPU 52 includes, in the advance reservation information, information related to the result of the big win lottery (win / loss lottery) and information related to the result of the lottery for generating 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, when the MPU 52 determines not to generate a notice hold in step S2206, or when it is determined in step S2210M that there is notice hold information, in step S2208, the MPU 52 executes normal hold generation processing. In this normal hold generation processing, the MPU 52 executes processing for generating a normal hold. Further, based on the content of this normal hold generation processing, 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 processing of step S2004 described above.

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

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

[0371] Further, for example, when the MPU 52 sets the second sub-side start hold storage number SRbN in step S2203, it stores the normal hold 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 storage number SRbN updated in step S2204. For example, when the MPU 52 sets "3" in the second sub-side start hold storage number SRbN in step S2203, it stores the normal hold information in the fourth area SRb4, which is the storage area corresponding to "4" of the second sub-side start hold storage number SRbN updated in step S2204.

[0372] As described above, in this reference embodiment, the MPU 52 can generate only one pre-holding for executing a pre-display for generating a pre-reading effect in the sub-holding area, and cannot generate a plurality of pre-holdings in the sub-holding area. Note that, in this reference embodiment, the MPU 52 is configured not to be able to generate a plurality of pre-holdings in the sub-holding area, but it may be configured to be able to do so.

[0373] After executing the pre-holding generation process of step S2207M or the normal holding generation process of step S2208, the MPU 52 sets a holding display generation command in step S2209. Then, the MPU 52 stores the holding display generation command in the command list stored in the command list storage area 541 of the RAM 54. This holding display generation command is transmitted to the display control device 6 in the command transmission process of step S2006 described above. <D

[0374] The MPU 62 of the display control device 6 reads out a data table for executing the generation of a pre-holding or a normal holding on the symbol display device 36 based on the holding 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. As a result, the symbol display device 36 displays a pre-holding symbol or a normal holding symbol on the display screen G to notify the player of the occurrence of a pre-holding or a normal holding.

[0375] <Holding Shift Process> FIG. 31 is a diagram showing a flowchart of the holding 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 prefetch effect generation determination process. Hereinafter, the prefetch effect generation determination process will be described in detail.

[0377] <Prefetch effect generation determination process> FIG. 32 is a diagram showing a flowchart of the prefetch effect generation determination process. In the prefetch 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 information stored in the storage area of the sub-side hold area. If the MPU 52 determines in step S5001 that there is no pre-announcement hold information, the MPU 52 ends the prefetch 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 prefetch effect generation flag is set in the RAM 54. This prefetch effect generation flag is a flag for specifying that a prefetch effect has occurred. The MPU 52 sets the prefetch effect generation flag at the time of occurrence of the prefetch effect and clears the prefetch effect generation flag at the end of the prefetch 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, the MPU52 acquires the pre-reading hold count PN.

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

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

[0381] In step S5004, the MPU 52 acquires the advance reservation information stored in the storage area of the sub-side reserved 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 reserved area, is "jackpot win". If the MPU 52 determines in step S5005 that the win / loss result is "jackpot win", it executes the processing from step S5006 onward. If 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] If 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, if 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 lottery result is not "big win" (processing after step S5009) will be described. In step S5009, the MPU 52 determines whether 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 the advance reading reservation number PN acquired in step S5003 is "3" or less. When the MPU 52 determines in step S5009 that the advance reading reservation number 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 advance reading reservation number PN is not "3" or less, it ends the advance reading 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 the advance reading reservation number PN acquired in step S5003 is "2" or less. When the MPU 52 determines in step S5011 that the advance reading reservation number PN is "2" or less, it executes the processing after step S5007 described above. On the other hand, if the MPU 52 determines in step S5011 that the number of read-ahead pendings PN is not "2" or less, it terminates the read-ahead effect occurrence determination process without executing the processes from step S5007 onwards.

[0387] In this way, in this reference form, if the number of pre-read pending PN is "4" or less, the pre-read performance occurrence determination process determines in step S5007 that a pre-read performance occurrence flag is set in RAM54 and a pre-read performance will occur. Specifically, the pre-reading effect occurs when the result of the pre-reading held information is a "jackpot win" and the pre-reading held number PN is "4" or less, when the result of the reach occurrence lottery included in the pre-reading held information is a "win" and the pre-reading held number PN is "3" or less, and when the result of the reach occurrence lottery included in the pre-reading held information is not a "jackpot win" and the result of the reach occurrence lottery is not a "win" and the pre-reading held number PN is "2" or less.

[0388] In other words, if the pre-reading effect occurs when the pre-reading hold number PN, which is the sum of the number of advance pending information stored in the memory area of the sub-side hold area and the number of sub-side pending information stored in the memory area of the sub-side hold area that is executed before the advance pending information, is "4", then the win / loss result contained in the advance pending information is confirmed to be "jackpot win", and if the pre-reading effect occurs when the pre-reading hold number PN is "3", then the result of the reach occurrence lottery contained in the advance pending information is confirmed to be "win". In this reference form, the pre-reading effect also occurs when advance notice hold information is executed, so if it occurs when the pre-reading hold number PN is "4", it will occur four times in a row, if it occurs when the pre-reading hold number PN is "3", it will occur three times in a row, and if it occurs when the pre-reading hold number PN is "2", it will occur two times in a row.

[0389] Returning to the explanation of the hold shift process, the process from step S2301 onwards will be described with reference to FIG. 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 S2310M, 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 S2311M.

[0390] First, the data setting process for the first sub-side reservation area SRa in steps S2302 to S2310M 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.

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

[0392] Next, the data setting process of the second sub-side pending area SRb in steps S2305 to S2311M will be described. In step S2305, the MPU 52 updates by subtracting 1 from the value of the second sub-side start pending storage count SRbN in the second sub-side pending area SRb. In step S2306, the MPU 52 moves the sub-side pending information stored in the first area SRb1 of the second sub-side pending area SRb to the execution area SAE. In step S2307, the MPU 52 executes a data shift process for shifting the sub-side pending information stored in the storage area of the second sub-side pending area SRb. This data shift process is a process of shifting the sub-side pending information stored in each area SRb1 to SRb4 in order to the first area SRb1 side. Specifically, the MPU 52 shifts the sub-side pending information in the second area SRb2 to the first area SRb1, shifts the sub-side pending information in the third area SRb3 to the second area SRb2, and shifts the sub-side pending 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 identifying 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 command in step S2308. Then, the MPU 52 stores the hold display shift command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift command stored in the command list storage area 541 of the RAM 54. This hold display shift command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[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 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. 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 shift of normal hold and preview hold by displaying it on the display screen G.

[0396] <About the production determination process executed by the audio-visual control device> FIG. 33 is a diagram showing a flowchart of the production determination process. The MPU 52 of the audio-visual control device 5 executes a production determination process in order to execute productions for game use, productions for the opening / closing execution mode, and the like. In this production determination process, the MPU 52 executes steps S2401 to S2413 in substantially the same manner as in the main reference form. Note that 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 a production pattern. In this process of determining a production pattern, the MPU 52 selects a production pattern corresponding to a variation command and a type command by referring to a production table stored in advance in the ROM 53. Specifically, the MPU 52 selects, as a production pattern, a production duration (production continuation period) and the content of the production. Note that 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 production pattern, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the production execution process of step S2004 described above. Hereinafter, the process of determining a production pattern will be described in detail.

[0399] FIG. 34 is a diagram showing a flowchart of the process of determining a production pattern. The MPU 52 of the audio-visual control device 5 executes a process of determining a production pattern in order to select a production duration (production continuation period) and the content of the production as a production pattern. In this process of determining a production 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-reading production generation flag is set in the RAM 54. When the MPU52 determines in 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 in 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 (the process after step S5102) when the MPU52 determines in step S5101 that the pre-reading effect generation flag is set in the RAM54 will be described. In step S5102, the MPU52 executes the pre-reading effect digestion determination process. Hereinafter, the pre-reading effect digestion determination process will be described in detail.

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

[0403] In step S5201, the MPU52 acquires the number of pre-reading reservations APN at the time of execution.

[0404] Here, the number of pre-reading reservations APN at the time of execution 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 at the time of execution of the current sub-side reservation information. For example, as described above, when 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 before the advance reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 obtains "4" as the pre-read 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 advance reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 obtains "3" as the pre-read reservation number APN during execution. In this case, if the 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 advance reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 will obtain "4" as the pre-read reservation number APN during execution.

[0406] In step S5202, the MPU52 determines whether the pre-read reservation number APN obtained in step S5201 is less than the pre-read reservation number PN. If the MPU52 determines in step S5202 that the pre-read reservation number APN during execution is less than the pre-read reservation number PN, it executes the processing after step S5203. On the contrary, if the MPU52 determines in step S5202 that the pre-read reservation number APN during execution is not less than the pre-read reservation number PN, it executes the processing after step S5210.

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

[0408] In step S5204, the MPU 52 executes the 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 the 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 display control device 6 reads from the program ROM 63 a data table for executing the generation of a pre-reading effect on the symbol display device 36 based on the pre-reading effect generation command transmitted from the MPU 52 and the number of times PRN the pre-reading effect will be played included in the pre-reading effect generation command. The MPU 62 then outputs a command to the VDP 65 based on this data table at each predetermined image upda...

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 stopped state, The rotating plate portion On the back side of the rotating plate portion and corresponding to the game board, 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 stopped 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 second state is configured such that a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion, and an area of at least a part of the predetermined decorative means blocked by the second rotating means becomes invisible, 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 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 status of the first rotating means and the movement status 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 of the first rotating means, a plurality of the second rotating means are configured to be able to move simultaneously. In the gaming area, a plurality of the second rotating means are configured to be able to move individually. The plurality of second rotating means are configured to be able to approach the first rotating means individually. The first rotating means is characterized by comprising a contact portion connected to the rotating plate portion that acts on the rotation of the second rotating means by coming into contact with the second rotating means.

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