Pachinko machine

The integration of rotating decorative elements on a gaming machine's game board, responsive to game conditions, addresses the monotony of LED effects, enhancing player engagement and attention through dynamic visual interactions.

JP7715134B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2022181534
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 with LED effects for enhancing player engagement become monotonous, failing to sustain player attention effectively.

Method used

Incorporation of a game board with special information acquisition and determination means, along with rotating decorative elements that change visibility states based on game conditions, creating dynamic visual interactions.

Benefits of technology

Enhances player engagement by providing dynamic and interactive visual cues that improve attention and anticipation during gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

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

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine provided with variable display means for variably displaying a plurality of symbols has been known (see, for example, Patent Document 1). When a game ball enters an operation port (starting ball entry means) of this gaming machine, a predetermined lottery such as a jackpot lottery is executed, and variable display of symbols is started. For example, when the gaming machine wins a jackpot lottery, it finally stops and displays a specific combination of symbols or the like on the variable display means, and shifts the game state to a specific control state advantageous to the player. In this specific control state, the gaming machine pays out a large number of game balls, for example, by shifting a variable winning device to a state where game balls can enter. By the way, such a gaming machine includes, for example, a transparent or translucent plate portion and an LED (Light Emitting Diode) provided on the back surface side of this plate portion, and the LED can be visually recognized through the plate portion, and the emission state and color of the LED are changed. 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 emission state and color 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 the special information determination means determines 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 decorative 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 includes a visible portion that is at the back side of the rotating plate portion and corresponds to the game board and is at least partially visible from the front of the game board in a predetermined area of the predetermined decorative means. When a predetermined condition is satisfied based on a predetermined game by the player, it is a gaming machine configured to be able to switch from a predetermined stopping state to a predetermined rotating state. When the game board is viewed from the front, the gaming machine has a second rotating means that can move along the board surface of the game board and rotate in a predetermined manner, and can move between a first position where it is visible without passing through at least the visible portion of the rotating plate portion and a second position where it is visible through the visible portion of the rotating plate portion. In the execution state of a predetermined game, a first state where at least a part of the predetermined decorative means is visible through the visible portion of the rotating plate portion in a predetermined rotating state, and a second state where a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion and at least a part of the area of the predetermined decorative means blocked by the second rotating means becomes invisible when the second rotating means moves to the second position. The first rotating means is configured to include a contact portion that can come into contact with the second rotating means. of a specified stop state The first rotating hand stage , the contact portion of the first rotating means comes into contact with the second rotating means by coming into contact is pushedcan It is configured such that the second state can generate a specific state that a player can recognize as advantageous and a predetermined state that a player can 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.

Advantages of the Invention

[0007] According to the present invention, a 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 Mode〕 Hereinafter, the main reference mode 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 mode of the present invention. The pachinko machine 1 is a pachinko game machine which is a kind of gaming machine. As shown in FIG. 1, this pachinko machine 1 includes an outer frame 11 forming the outer shell of the pachinko machine 1, and a game machine main body 12 rotatably attached to the front (front side) of the outer frame 11.

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

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

[0012] The front door frame 121 has a substantially elliptical window portion 122 provided so as to cover the entire front 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 of glass to be colorless and transparent, but it may be formed of synthetic resin or the like to be colorless and transparent. 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 sound effects according to the game situation, and an upper bulging portion 14 and a lower bulging portion 15 provided below the window portion 122.

[0013] The upper bulging portion 14 and the lower bulging portion 15 are arranged side by side vertically and are both provided so as to bulge forward. The upper bulging portion 14 has an upper tray 141 provided inside so as to open upward, and a push button 142 that receives input of information when operated by a player. The upper tray 141 has a function of temporarily storing the game balls paid out by a payout device 48 (see FIG. 4) provided in the back pack unit and guiding them 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 anticipation 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 tray 151 provided inside so as to open upward. The lower tray 151 has a function of storing the surplus game balls in the upper tray 141.

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

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

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

[0017] The game board 2 has a plurality of large and small openings penetrating in the front-rear direction formed in the game area by router processing. The game board 2 also has a general winning opening 24, an upper 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 large number of nails NL and various members (devices) such as a windmill WM planted in the game area in order to appropriately disperse or adjust the falling direction of the game ball.

[0018] Each of the various winning openings, including the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the variable winning device 27, is equipped with detection sensors 301-304 (see FIG. 4) that detect the entry of game balls, and these detection sensors 301-304 are disposed on the rear side of the game board 2. Specifically, the general winning opening 24 is equipped with detection sensor 301, the upper operating opening 25 is equipped with detection sensor 302, the lower operating opening 26 is equipped with detection sensor 303, and the variable winning device 27 is equipped with detection sensor 304. The pachinko machine 1 pays out a predetermined number of prize balls based on the detection results of the detection sensors 301-304. Note that the detection sensors 301-304 may be any type that can individually detect the entry of game balls, and for example, electromagnetic induction proximity sensors or the like may be used.

[0019] Specifically, the pachinko machine 1 will pay out 10 prize balls when a ball lands in the general winning port 24. The pachinko machine 1 will pay out 3 prize balls when a ball lands in the upper operating port 25 and when a ball lands in the lower operating port 26. The pachinko machine 1 will pay out 15 prize balls when a ball lands in the variable winning device 27. The number of prize balls is arbitrary, and for example, the number of prize balls in each operating port 25, 26 may be different.

[0020] The outlet 28 is provided at the bottom of the game area of the game board 2. Game balls that do not enter any of the various winning holes are discharged from the game area through this outlet 28. The outlet 28 also has a detection sensor 305 (see FIG. 4) that detects the entry of game balls, and this detection sensor 305 is disposed on the back side of the game board 2. Note that when a ball enters the outlet 28, the pachinko machine 1 does not pay out prize balls, unlike when a ball enters any of the various winning holes.

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

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

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

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

[0025] Here, when the electric accessory 261 is set to the closed state, the distance between the upper end of 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 in which it is difficult for a game ball to win the lower operation port 26 (a state in which the game ball can enter although it is different from the closed state) and a state in which 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 the setting of the electric accessory 261 but by the displacement of the lower operation port 26. In the case of such a configuration, the lower operation port 26 may not be provided with the electric accessory 261.

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

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

[0029] The big prize opening 271 is provided in an opening formed in the game area by router processing so as to penetrate in the front-to-rear direction. As mentioned above, this big prize opening 271 is equipped with a detection sensor 304 that detects the entry of game balls. Based on the detection result, the pachinko machine 1 executes the payout of a predetermined number of prize balls.

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

[0031] Specifically, the opening / closing door 272 is normally set to a closed state in which game balls cannot enter. When the internal lottery is won to switch to the opening / closing execution mode and the mode is switched to, the opening / closing door 272 is set to an open state in which game balls can enter. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 272 is set to an open state, allowing game balls to enter the big winning opening 271. In the opening and closing execution mode, one round of play is defined as the period from when the opening and closing door 272 is set to an open state until it is set to a closed state again.

[0032] The main display device 32 has a main display section 34 and a normal pattern display section 35, and is configured by arranging multiple display devices such as a segment display in which multiple segment light-emitting sections are arranged in a predetermined manner, and a dot display. Note that the main display device 32 is provided on the game board 2 so as to bulge toward the window panel 123 provided on the front side thereof. That is, the main display device 32 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 specifying the number of round games in the open / close execution mode when the open / close execution mode is entered (or when the open / close execution mode will be entered).

[0034] The first result display unit 341 executes a variable display of a pattern triggered by winning at the upper operation port 25, and as a stop result of the variable 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 a result for transitioning to the open / close execution mode, the first result display unit 341 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the open / close execution mode. The second result display unit 342 executes a variable display of a pattern triggered by winning at the lower operation port 26, and as a stop result of the variable 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 a result for transitioning to the open / close execution mode, the second result display unit 342 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the open / close execution mode.

[0035] The 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, it displays the result of an internal lottery conducted based on winning in each through gate 31. When the result of the internal lottery is a result corresponding to a transition to the electric winning release state, the normal symbol display unit 35 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the electric winning release state. In this electric winning release state, the electric accessory 261 provided at the lower operation port 26 is in an open state in a predetermined manner.

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

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

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

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

[0040] The first reserve lamp unit 371 is a part that displays the number of reserved game balls that have entered the upper operating port 25, and lights up according to the number of reserved balls. This first reserve lamp unit 371 can reserve up to four game balls, and corresponds to the variable display of the first result display unit 341 and the pattern display device 36. The second reserve lamp unit 372 is a part that displays the number of reserved game balls that have entered the lower operating port 26, and lights up according to the number of reserved game balls. This second reserve lamp unit 372 can reserve up to four game balls, and corresponds to the variable display of the second result display unit 342 and the symbol display device 36. The third reserve lamp unit 373 is a part that displays the number of reserved game balls that have entered each through gate 31, and lights up according to the number of reserved balls. This third reserve lamp unit 373 can reserve up to four game balls, and corresponds to the variable display of the normal symbol display unit 35. The hold lamp units 371 to 373 may have other configurations, such as being displayed as an image on a part of the pattern 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 the number after "8" is "1". 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 on the main display unit 34 and the symbol display device 36 based on winning at each operation port 25, 26 until a predetermined stop result is displayed.

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

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

[0045] The main control device 4 includes a main control board 41 that controls the main game (main control), and a power failure monitoring board 45 that monitors the power supply. 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 a trace means that leaves a trace when it is opened, or may be provided with a trace structure that leaves a trace when it is opened. Specifically, as the trace means, the board box is configured by coupling a plurality of case bodies, and a coupling 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 attached so as to straddle the boundary between the plurality of case bodies. A configuration or the like can be adopted. Further, as the trace structure, a configuration in which an adhesive is applied to the boundary between these case bodies can be adopted.

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

[0047] The ROM 43 is a memory for storing various control programs and fixed-value data, and is a non-volatile 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 and the like when executing the control programs stored in the ROM 43, and is a volatile storage means that requires external power supply for retaining the stored information. This RAM 44 has various areas such as various counter areas 441, a reserved ball storage area 442, and a power operation reservation area 443. These areas will be described in detail later.

[0048] The MPU 42 is provided with an input port and an output port. The input port of the MPU 42 is connected to 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 electric component release state, the MPU 42 executes drive control of the electric accessory drive unit 262 to open and close the electric accessory 261. Also, in the opening / closing execution mode, the MPU 42 executes drive control of the variable winning drive unit 273 to open and close the big winning opening 271. Further, in each game round, the MPU 42 executes display control of the main display unit 34 to display the result of the internal lottery performed based on winning at each operation port 25, 26. Furthermore, the MPU 42 executes display control of the normal symbol display unit 35 to display the result of the internal lottery performed based on winning at each through gate 31.

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

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

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

[0053] 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 the internal lottery execution by the MPU of the main control device> FIG. 5 is a diagram showing the contents of each counter used for the internal lottery. As shown in FIG. 5, the MPU 42 executes internal lottery or the like by using the values (information) of each counter C1 to C3, CINI, CS, and C4. Specifically, the MPU 42 uses the jackpot random number counter C1 for the lottery of jackpot occurrence, uses the jackpot type counter C2 for the lottery of the type of the jackpot when the jackpot occurs, and uses the reach random number counter C3 for the lottery of whether to generate a reach display. Further, the MPU 42 uses the random number initial value counter CINI for setting the initial value of the jackpot random number counter C1, and uses the variation type counter CS for determining the display duration in the main display unit 34 and the symbol display device 36. Furthermore, the MPU 42 uses the electric accessory release counter C4 for the lottery of whether to set the electric accessory 261 of the lower operation port 26 to the electric accessory release state. Each counter C1 to C3, CINI, CS, and C4 is provided in various counter areas 441 (see FIG. 4) of the RAM 44.

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

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

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

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

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

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

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

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

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

[0064] Here, the pachinko machine 1 has a plurality of support modes with different frequencies of enabling the winning of game balls into the lower operation port 26 by setting the electric device 261 to the open state. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) 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 duration of one variation display in the normal symbol display unit 35) as the minimum time guaranteed to wait from the end of the electric device release lottery to the next electric device release lottery.

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

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

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

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

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

[0071] FIG. 6 is a diagram showing a win / lose table that stores the random number values that will result in a big win. Among the values of the jackpot random number counter C1, the value of the random number that will result in a jackpot is stored as a win / loss table (win / loss information group) in the win / loss table memory area 431 (see Figure 4) of ROM 43, which is provided as a win / loss information group storage means, as shown in Figure 6.

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

[0073] These winning / losing tables have the results (winning / losing results) of the lottery for multiple jackpots, including "jackpot win," "special losing result," and "normal losing result." Specifically, in a gaming state in which the winning / losing table for the low probability mode is referenced when drawing the lottery for the jackpot, there are two random number values that result in a "jackpot win," as shown in Figure 6(a). In contrast, in a gaming state where the high-probability mode hit / miss table is referenced when drawing the lottery for the occurrence of a jackpot, there are 21 random number values that result in a "jackpot win," as shown in Figure 6(b). Here, the random number values that result in a jackpot win stored in the low-probability mode hit / miss table are included in the random number values that result in a "jackpot win" stored in the high-probability mode hit / miss table.

[0074] Incidentally, 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 necessarily have to include the values of the random numbers that result in "winning the jackpot" stored in the pass / fail table for the low-probability mode, and may include a part of the values of the random numbers that result in "winning the jackpot" stored in the pass / fail table for the low-probability mode.

[0075] Also, in each pass / fail lottery mode, except for the values of the random numbers that result in "winning the jackpot", the results are non-winning and off results. 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 having 1 added to the previous value each time it is updated and returning to 0 after reaching the maximum value of 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the held ball storage area 442 of the RAM 44 via the lottery counter buffer at the timing when a game ball wins a prize at the upper operation port 25 or the lower operation port 26. Specifically, the value of the jackpot type counter C2 is stored in the held 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 held area Rb for the second result display section of the RAM 44 at the timing when a game ball wins a prize at the lower operation port 26. Then, based on the value of the jackpot type counter C2 stored in the held ball storage area 442, the MPU 42 executes a lottery (distribution lottery) for the type of the jackpot when the jackpot occurs.

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

[0078] The first distribution table is a table referred to when performing a lottery for the jackpot type with respect to the value of the jackpot type counter C2 shifted from the 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, namely, "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 distribution table has two distribution results, namely, "low probability result" and "most favorable result", as the distribution destinations. Specifically, in the second distribution table, among the values "0 to 29" of the jackpot type counter C2, "0 to 9" are distributed to the "low probability result", and "10 to 29" are distributed to the "most favorable result".

[0080] Each distribution 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 a distribution 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 distribution 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 a distribution 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 rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode will continue at least until the winning / losing lottery results in a "jackpot win." The "high probability result with fewer rounds" and the "most favorable result" are allocation results in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."

[0084] The difference in the manner of opening and closing control of the variable winning device 27 in the opening and closing execution mode (3) will be explained in detail later.

[0085] Next, the reach random number counter C3 will be described. The reach random number counter C3 is 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 a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserve area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, 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.

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

[0087] Here, when a 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-numbered or even-numbered digits 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-numbered digits 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 loss result" occurs without a jackpot win in the win / loss lottery, the symbol display device 36 stops and displays, as the stop result, not a combination of symbols having the same digit but a special combination of symbols having different digits (e.g., "3·4·1") that are not selected when a "normal loss result" occurs in the win / loss lottery on the active line L.

[0088] The reach display is generated 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 it is a "big win" in the win / loss lottery and is allocated to the "most favorable result" or "low probability result" in the allocation lottery). Also, the reach display is not generated regardless of the value of the reach random number counter C3 when a special combination of symbols is finally stopped and displayed (when it is a "big win" 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 allocation lottery, or when it becomes a "special loss result" without being a "big win" 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, display a combination of the same symbols to suggest a stop result, and variably display the remaining symbol columns (for example, symbol column Z2) in that state. Therefore, by generating the reach display, the pachinko machine 1 can make the player expect that it may have become a "big win" in the win / loss lottery and been allocated to the "low probability result" or "most favorable result" in the allocation lottery after the variable display is started by the symbol display device 36 and before 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 expected effect as a type of variable display on the symbol display device 36. The expected effect refers to an effect that makes the player expect that they may have won a "big hit" in the win / loss lottery after the variable display starts on the symbol display device 36 and before the predetermined stop result is displayed. Specifically, the pachinko machine 1 has two types of expected effects: the reach display and the preview display described above.

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

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

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

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

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

[0097] In step S101, the MPU 42 executes the reading process of the plurality of detection sensors 301 to 306. In this reading process, the MPU 42 reads the states of the plurality of detection sensors 301 to 306, determines the states, and stores them in the RAM 44 as winning detection information. When the MPU 42 determines that the detection sensors 301 to 304 corresponding to various winning openings have detected the winning of a game ball, the MPU 42 sets a prize ball command for instructing the payout of 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 S10, the MPU 42 updates the random number initial value counter CINI. Specifically, as described above, the MPU 42 adds 1 to the previous value of the random number initial value counter CINI for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM 44. When the MPU 42 reaches the maximum value when adding 1 to the previous value of the random number initial value counter CINI, the value of the random number initial value counter CINI is reset to 0 and cleared.

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

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

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

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

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

[0104] On the other hand, when the MPU 42 determines in step S201 that a game ball has not won a prize through the upper operation port 25, it determines in step S203 whether a detection sensor 303 corresponding to the lower operation port 26 has detected the winning of a game ball, thereby determining whether a game ball has won a prize (starting winning) through the lower operation port 26. When the MPU 42 determines in step S203 that a game ball has not won a prize through the lower operation port 26, it ends the winning process for the operation port. Also, when the MPU 42 determines in step S203 that a game ball has won a prize through the lower operation 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 starting hold memory number RbN in a predetermined memory area in the hold area Rb for the second result display section. After that, the MPU 42 executes the processes from step S205 onward.

[0105] After executing the process of step S202 or step S204, the MPU 42 determines in step S205 whether the starting hold memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this reference embodiment). When the MPU 42 determines in step S205 that the starting hold memory number N is not less than the upper limit value, it ends the winning process for the operation port. Also, when the MPU 42 determines in step S205 that the starting hold memory number N is less than the upper limit value, it updates by adding 1 to the value of the starting 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, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process in the first memory area among the free memory areas of the hold area for the result display section, that is, the memory area corresponding to the starting hold memory number N updated in step S206.

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

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

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

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

[0111] Also, in step S208, when the MPU 42 sets the second start hold memory number RbN in step S204, the MPU 42 sets a second hold generation command for causing the audio-visual control device 5 to recognize that hold information has been stored in the storage area of the hold area Rb for the second result display unit, and transmits the set second hold generation command to the audio-visual control device 5. Then, the MPU 42 ends the winning process for the operation port. This second hold generation command includes information for causing the audio-visual control device 5 to recognize that hold information has been stored in the storage area of the hold area Rb for the second result display section based on the winning of a game ball into the lower operation port 26. The second hold generation command also includes information related to the current support mode. In addition, based on the second hold generation command transmitted from the MPU 42, the audio-visual control device 5 lights the second hold lamp section 372 and executes a predetermined process. This process will be described in detail later. Also, as described above, the maximum number of held game balls that have won into the lower operation port 26 is 4, and the second hold lamp section 372 lights up by the number corresponding to this number of held balls.

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

[0113] <Normal Process> FIG. 10 is a diagram showing a flowchart of the normal process. After the MPU42 executes the main process described below that starts 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 operating port, or external output processing for transmitting the command set in the previous normal process to each control device on the sub side. In this external output processing, for example, the MPU42 determines whether a prize ball command is set, and if it is determined that the prize ball command is set, it transmits the prize ball command to the payout control device 46. Also, for example, the MPU42 determines whether an effect command such as an effect command corresponding to the game replay or an effect command corresponding to the opening / closing execution mode is set, and if it is determined that the effect command is set, it transmits the effect command to the sound and light control device 5.

[0115] In step S302, the MPU42 updates the variation type counter CS. Specifically, as described above, the MPU42 adds 1 to the previous value of the variation type counter CS for updating, and stores the updated value in the lottery counter buffer set in a predetermined area of the RAM 44. Note that when the MPU42 reaches the maximum value when adding 1 to the previous value of the variation type counter CS, it resets 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. Note that the game turn control process in step S303 and the game state transition process in step S304 will be described in detail later.

[0117] In step S305, the MPU 42 executes a demo display execution determination process. In this demo display execution determination process, the MPU 42 determines whether or not a predetermined start waiting period (for example, 30 sec) for starting the demo has elapsed without a new game turn starting after the end of the game turn. If it is determined that the start waiting period has elapsed, the MPU 42 sets a demo command for starting the demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the audio-visual control device 5. Note that the audio-visual control device 5 starts a demo display execution process based on the demo command transmitted from the MPU 42.

[0118] Here, the MPU 42 determines whether or not the start waiting period has elapsed by counting the number of executions of the process in step S305. For example, if the start waiting period is 30 sec and the interval at which the process in step S305 is repeatedly executed is 4 msec, the MPU 42 determines that the start waiting period has elapsed when the number of executions of the process in step S305 reaches 7500 times. Note that the configuration for measuring the start waiting period is arbitrary. For example, the start waiting period may be measured using a real-time clock. Also, when a new game turn starts while the MPU 42 is counting the number of executions of the process in step S305, the value of the count is reset.

[0119] In step S306, the MPU 42 executes an electric role support process for executing drive control of the electric role 261 provided in the lower operating port 26. In this electric role support process, the MPU 42 executes an electric role release lottery based on the value of the electric role release counter C4 stored in the electric role reserve area 443 of the RAM 44, and if the electric role release lottery is won, executes opening and closing processing of the electric role 261. In addition, the MPU 42 executes display control of the normal symbol display unit 35 so as to display the result of the electric role release lottery.

[0120] In step S307, the MPU 42 executes a game ball launch control process. In this game ball launch control process, the MPU 42 causes the power supply and launch control device 47 to execute launch control to launch game balls based on the player's rotation of the launch handle 16. Specifically, the power supply and launch control device 47 causes the game ball launch mechanism 49 to launch game balls by exciting the solenoid of the game ball launch mechanism 49 at a predetermined cycle (0.6 seconds in this embodiment). The solenoid is excited so as to launch game balls with a launch intensity corresponding to the amount of rotation of the launch handle 16. Furthermore, when predetermined launch conditions are met, the power supply and launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 to launch the game balls.

[0121] In step S308, the MPU 42 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 44. This power outage flag is set in the RAM 44 when a power outage signal is input from the power outage monitoring board 45 to the NMI terminal of the MPU 42. The power outage monitoring board 45 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.

[0122] Here, the pachinko machine 1 sets various flags by substituting 1 into a predetermined area such as the RAM 44, and clears various flags by substituting 0. For example, the pachinko machine 1 sets the power failure flag by substituting 1 into the power failure flag storage area of the RAM 44, and clears the power failure flag by substituting 0 into the power failure flag storage area of the RAM 44.

[0123] When the MPU 42 determines in step S308 that the power failure flag is set, it executes the power-off processing after step S312 without executing the processing after step S309. Specifically, in step S312, the MPU 42 prohibits the occurrence of timer interrupt processing. In step S313, the MPU 42 calculates and stores the RAM determination value (checksum of the RAM 44). In step S314, the MPU 42 prohibits access to the RAM 44. Thereafter, the MPU 42 continues an infinite loop until the power supply is completely cut off and processing can no longer be executed.

[0124] On the other hand, when the MPU 42 determines in step S308 that the power failure flag is not set, in step S309, it determines whether the timing to execute the next normal processing has arrived, that is, whether a predetermined time (4 msec in this reference embodiment) has elapsed since the start of the current normal processing. When the MPU 42 determines in step S309 that the timing to execute the next normal processing has not arrived, that is, when a remaining time has occurred, in step S310, it updates the random number initial value counter CINI, and in step S311, it updates the variation type counter CS. 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, the MPU 42 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 upon power-on. In this startup process, the MPU 42 waits for a predetermined time (for example, about 500 msec) to elapse after power-on in order to wait for the sub-control board (such as the control board of the voice and light control device 5) to become operable.

[0127] In step S402, the MPU 42 determines whether or not 1 second, which is the permission / prohibition period, has elapsed. When the MPU 42 determines in step S402 that 1 second has not elapsed, the MPU 42 repeatedly executes the process of step S402. Also, when the MPU 42 determines in step S402 that 1 second has elapsed, the MPU 42 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. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.

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

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

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

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

[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 processing after step S409. Specifically, in step S409, the MPU 42 clears the work area of the RAM 44, and in step S410, the MPU 42 executes the initialization of the RAM 44.

[0134] Therefore, for example, the manager of the game arcade can initialize the data stored in the RAM 44 by turning on the power of the pachinko machine 1 while pressing the RAM erase switch at the start of the business of the game arcade. Also, when the pachinko machine 1 has not confirmed the occurrence of a power failure on the power failure monitoring board 45 or when the RAM determination value is abnormal, the pachinko machine 1 initializes the data stored in the RAM 44.

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

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

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

[0138] First, the game round start processing of steps S503 to S505 will be described. In step S503, the MPU 42 grasps the number of holds stored in the hold area Ra for the first result display unit and the number of holds stored in the hold area Rb for the second result display unit, and determines whether the total number CRN of these hold numbers is "0" or less. If the MPU 42 determines in step S503 that the total number CRN is "0" or less, it ends the game round control process.

[0139] On the other hand, when the MPU 42 determines in step S503 that the total count CRN is not less than "0", in step S504, the MPU 42 executes data setting processing for setting the hold information stored in the hold area Ra for the first result display section or the hold area Rb for the second result display section 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 section 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 memory count RbN in the hold area Rb for the second result display section 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 memory count RbN is not more than "0", the MPU 42 executes the data setting processing for the first result display section in steps S602 to S606. When the MPU 42 determines in step S601 that the second start hold memory count RbN is not less than "0", the MPU 42 executes the data setting processing for the second result display section in steps S607 to S611.

[0141] Thus, the data setting processing includes data setting processing for the first result display section for setting the hold information stored in the hold area Ra for the first result display section for use in consuming the game turns, and data setting processing for the second result display section for setting the hold information stored in the hold area Rb for the second result display section 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 341 and the second result display unit 342 starts the variable display during the progress of the game round among the main display units 34. In this step S605, since the MPU 42 clears the second result display unit flag, it indicates that the variable display is started on the first result display unit 341 based on the winning of the game ball into the upper operation port 25 during the progress of the game round.

[0144] In step S606, the MPU 42 sets a first shift-time command for making itself recognize that the shift of the hold information has been executed. Then, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift-time command set in step S606 to the audio-visual control device 5. This first shift-time command includes information for making the audio-visual control device 5 recognize that the shift of the hold information has been executed for the hold information stored in the hold area Ra for the first result display unit based on the winning of the game ball into the upper operation port 25. Note that the audio-visual control device 5 changes the lighting state of the first hold lamp unit 371 and executes a predetermined process based on the first shift-time command transmitted from the MPU 42. This process will be described in detail later. Specifically, the audio-visual control device 5 decreases the number of lit lamps of the first hold lamp unit 371 as the number of held game balls winning into the upper operation port 25 decreases.

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

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

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

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

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

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

[0151] First, the process when the MPU 42 determines in step S705 that the pass / fail result is "jackpot win" (the processes after step S706) will be described. In step S706, the MPU 42 determines whether the second result display unit flag is set in the RAM 44.

[0152] When the MPU42 determines in step S706 that the second result display unit flag is not set in the RAM44, it indicates that the variable display is started on the first result display unit 341 based on the winning of the game ball into the upper operation port 25. Therefore, in step S707, the first distribution table (see FIG. 7(a)) is read from the distribution table storage area 432 of the ROM43. On the other hand, when the MPU42 determines in step S706 that the second result display unit flag is set in the RAM44, it indicates that the variable display is started on the second result display unit 342 based on the winning of the game ball into the lower operation port 26. Therefore, in step S708, the second distribution table (see FIG. 7(b)) is read from the distribution table storage area 432 of the ROM43.

[0153] After executing the process of step S707 or step S708, the MPU42 executes a distribution determination process in step S709. In this distribution determination process, the MPU42 determines the result of the distribution lottery (distribution result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the distribution table read in step S707 or step S708.

[0154] In step S710, the MPU42 executes a stop result setting process for the jackpot result. In this stop result setting process for the jackpot result, the MPU42 determines the information related to the pattern to be finally stopped and displayed on the first result display unit 341 or the second result display unit 342 of the main display unit 34 according to the distribution result determined in step S709, and stores the determined information in the RAM44. Here, the MPU42 determines the information related to the pattern to be finally stopped and displayed on the main display unit 34 by comparing the distribution result determined in step S709 with the stop result table for the jackpot result stored in advance in the ROM43. This stop result table for the jackpot result defines the mode of the pattern to be stopped and displayed on the main display unit 34 to be different for each distribution 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 finally 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 finally be stopped and displayed on the main display section 34 by referring to the stop result table for the special loss result pre-stored in the ROM 43. The pattern modes set in this stop result table for the special loss result are different from the pattern modes set in the stop result table for the big win result. In step S714, the MPU 42 sets a special deviation flag in the RAM 44. In each of the following processes, the MPU 42 determines whether the pass / fail result is a "special deviation result" by referring to this special deviation flag.

[0158] On the other hand, in step S715, the MPU 42 executes a stop result setting process for a normal deviation result. In this stop result setting process for a normal deviation result, the MPU 42 determines information related to the pattern that will 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 a stop result table for a normal deviation result pre-stored in the ROM 43. The pattern modes set in this stop result table for a normal deviation result are different from the pattern modes set in the stop result table for a jackpot result and the stop result table for a special deviation result.

[0159] After executing any one of the processes in step S711, step S714, and step S715, the MPU 42 executes a setting process for the display duration (display continuation period) in step S716. In the setting process for the display duration, the MPU 42 acquires the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer of the RAM 44.

[0160] Also, in the display duration setting process, the MPU 42 determines whether a reach display occurs in the symbol display device 36. Specifically, when the distribution result determined in step S709 is a "low probability result" or a "most favorable result", and the pass / fail result determined in step S704 is a "normal miss result" and the reach draw lottery is won, the MPU 42 determines that a reach display occurs. As described above, the MPU 42 executes the reach draw lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the hold ball storage area 442.

[0161] When the MPU 42 determines that a reach display occurs, it refers to the reach occurrence display duration table stored in the reach table storage area 433 of the ROM 43, 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 when a reach does not occur is set so that the display duration shortens as the number of reserved items increases. Therefore, the display duration when the reserved information related to upper actuation port 25 is consumed is set so that the display duration shortens as the number of reserved items related to upper actuation port 25 increases. And the display duration when the reserved information related to lower actuation port 26 is consumed is set so that the display duration shortens as the number of reserved items related to lower actuation port 26 increases. Also, the display duration table for when a reach does not occur is set so that the display duration shortens when the support mode is high-frequency support mode compared to when it is low-frequency support mode. In other words, if the number of reserved items is the same, the display duration in high-frequency support mode is shorter than that in low-frequency support mode. Furthermore, 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.

[0163] The display duration table for non-reach occurrence may be set to the opposite relationship to the above, such that the display duration becomes longer as the number of reserved items increases, or may be configured not to change depending on the number of reserved items or support mode. Also, separate display duration tables may be set for the win / fail result and the allocation result.

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

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

[0166] The type command includes information related to the win / loss result. In other words, the type command includes information related to the win / loss result, such as a "jackpot win," a "special loss result," and a "normal loss result." The type command also includes information related to the allocation result. In other words, the type command includes information related to the "low probability result," "non-explicit low round high probability result," "explicit low round high probability result," and "most advantageous result," such as information related to the allocation result. In the following description, the win / loss result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0167] In step S718, the MPU 42 determines whether 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, this indicates that the first result display unit 341 should start displaying a changing value based on the entry of a game ball into the upper operating port 25 when a game round is played, and so the MPU 42 causes the first result display unit 341 to start displaying a changing value. On the other hand, when the MPU 42 determines that the second result display unit flag is set in the RAM 44, during the progress of a game round, based on the winning of a game ball into the lower operation port 26, it indicates to start variable display on the second result display unit 342. Therefore, the variable display is started on the second result display unit 342.

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

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

[0170] If the MPU 42 determines in step S506 that the display duration has not elapsed, in step S507, it executes the variable display process. In this variable display process, the MPU 42 updates the display of the main display unit 34 during variable display. Then, the MPU 42 ends the game round control process.

[0171] On the other hand, when the MPU 42 determines in step S506 that the display duration has elapsed, in step S508, the MPU 42 executes the variation end process. In this variation end process, the MPU 42 identifies the information stored in the RAM 44 (information related to the pattern that will finally be stopped and displayed on the main display unit 34) in any one of the processes of steps S710, S713, and S715 of the variation start process executed when starting the variation display on the main display unit 34. Then, when the game round ends, the MPU 42 executes display control of the main display unit 34 to display the pattern corresponding to this identified information 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 narrower display area compared to the display screen G of the symbol display device 36, and the pattern to be stopped and displayed on the main display unit 34 is less recognizable to the player compared to the symbol columns Z1 to Z3 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 - light emission control device 5. Then, the MPU 42 ends the game round control process. Note that the voice and light control device 5 executes a process for ending the effect of the game round based on the end-of-variation command transmitted from the MPU 42. Here, the voice and light control device 5 may be configured to independently end the effect of the game round without requiring reception of the end-of-variation command.

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

[0175] First, the process when the MPU 42 determines in step S801 that it is not in the opening / closing execution mode (the processes after step S802) will be described. In step S802, the MPU 42 determines whether the variable display on the main display unit 34 has ended. If the MPU 42 determines in step S802 that the variable display on the main display unit 34 has not ended, it ends the game state transition process. On the other hand, if the MPU 42 determines in step S802 that the variable display on the main display unit 34 has ended, in step S803, it determines whether the pass / fail result corresponds to the transition to the opening / closing execution mode. Specifically, the MPU 42 determines whether the pass / fail result is a "big win" or a "special miss result".

[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 port 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 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 on the condition that a predetermined number of game balls have won in the big winning opening 271. Here, the total number of times of opening / closing of the big winning opening 271 corresponds to the value set in the opening / closing counter SOC. This opening / closing number regulation mode does not end on the condition of the number of times of execution of the round game.

[0182] Note that the pachinko machine 1 executes one opening / closing of the big winning opening 271 per round game. Also, one round game continues until either of the following two conditions is satisfied. In other words, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again by satisfying either of the following two conditions. (1) Elapse of a predetermined upper limit continuous time (upper limit continuous period) (2) The total number of game balls winning in the big winning opening 271 reaches a predetermined upper limit number

[0183] After executing any one of the processes in step S805, step S807, and step S808, the MPU 42 sets "1000" as the opening standby time (standby period) in the timer counter T provided in each counter area 441 of the RAM 44 in step S809. The value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the opening standby time is 2 seconds. Note that the opening standby time is not limited to this and is arbitrary.

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

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

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

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

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

[0189] On the other hand, if the MPU 42 determines in step S902 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not "0" or less, in step S903, it determines whether the value of the timer counter T is "0" or less. If the MPU 42 determines in step S903 that the value of the timer counter T is not "0" or less, it ends the big winning opening / closing process.

[0190] On the other hand, when the MPU 42 determines in step S903 that the value of the timer counter T is "0" or less, in step S904, it executes the big winning opening process. Hereinafter, the big winning opening process in step S904 will be described in detail.

[0191] FIG. 17 is a diagram showing a flowchart of the big winning opening process. In the big winning opening process, as shown in FIG. 17, the MPU 42 executes steps S1001 to S1007. In step S1001, the MPU 42 determines whether or not the pass / fail result is a "special miss result".

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

[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" to the winning counter PC, and in step S1005, it determines whether or not the allocation 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 allocation result is a small round high probability result, in step S1003 described above, it sets "85" to the timer counter T. On the other hand, if the MPU 42 determines in step S1005 that the allocation result is not a low-round high-probability result, it sets the timer counter T to "15000" in step S1006. 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 an opening execution process for the special prize opening 271 in step S1007. In this opening execution process, the MPU 42 sets the opening / closing door 272 to an open state by executing drive control of the variable prize driving unit 273. Thereafter, the MPU 42 ends the special prize opening opening process.

[0196] The value set in the winning counter PC in step S1002 or step S1004 specifies the upper limit of the total number of game balls that can enter the large winning slot 271. In this reference embodiment, the MPU 42 sets the same value ("8" in this reference embodiment) in the winning counter PC when it determines in step S1001 that the winning result is a "special losing result" and when it determines that the winning result is not a "special losing result", but different values may also be set in the winning counter PC.

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

[0198] Here, as described above, the pachinko machine 1 causes the game ball launching mechanism 49 to launch game balls 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 the upper limit of the total number of game balls that can enter the large prize opening 271 to eight by setting the prize counter PC to "8." Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 271 and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 271. In contrast, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of game balls that can enter the large prize opening 271 and the firing cycle of the game balls (more specifically, shorter than the firing cycle of the game balls), so it is difficult to make a game ball enter the large prize opening 271. However, depending on the timing, it is possible to make about one game ball enter the large prize opening 271.

[0199] Returning to the explanation of the big prize opening / closing process, the process from step S905 onwards will be explained with reference to FIG. After executing the special prize opening process in step S904, the MPU 42 sets an opening command in step S905. Also, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the sound and light emission control device 5. Thereafter, the MPU 42 ends the special prize opening opening and closing process. The audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the open state based on the open command sent from the MPU 42, and executes a predetermined process.

[0200] Next, the process (the process from step S906 onwards) when it is determined in step S901 by the MPU 42 that the big prize opening 271 is open will be described. In step S906, the MPU 42 determines whether the value of the timer counter T is less than or equal to "0". That is, the MPU 42 determines whether the upper limit duration set for 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 less than or equal to "0", it executes the processes after step S907. On the other hand, if the MPU 42 determines in step S906 that the value of the timer counter T is less than or equal to "0", it executes the processes after step S918.

[0202] First, the processing (the processing after step S907) when the MPU 42 determines in step S906 that the value of the timer counter T is not less than or equal to "0" will be described. In step S907, the MPU 42 determines whether a winning has occurred at the big winning opening 271. Note that the determination of whether a winning has occurred at the big winning opening 271 is executed based on the detection result of the detection sensor 304 corresponding to the big winning opening 271.

[0203] If the MPU 42 determines in step S907 that no winning has occurred at the big winning opening 271, it ends the big winning opening opening / closing process. On the other hand, if the MPU 42 determines in step S907 that a winning has occurred at the big winning opening 271, in step S908, it updates the value of the winning counter PC by subtracting 1.

[0204] In step S909, the MPU 42 determines whether the value of the winning counter PC is less than or equal to "0". s If the MPU 42 determines in step S909 that the value of the winning counter PC is not less than or equal to "0", it ends the big winning opening opening / closing process. On the other hand, when the MPU42 determines in step S909 that the value of the winning counter PC is "0" or less, in step S910, it executes a closing execution process. In this closing execution process, the MPU42 sets the opening / closing door 272 to the closed state by executing drive control of the variable winning drive unit 273.

[0205] In step S911, the MPU42 sets a closing command. In step S301 of the normal process, the MPU42 transmits the closing command set in step S911 to the voice and light control device 5. Note that the voice and light control device 5 recognizes that the opening / closing door 272 has been set to the closed state based on the closing command transmitted from the MPU42 and executes a predetermined process.

[0206] In step S912, the MPU42 determines whether or not the pass / fail result is a "special miss result". If the MPU42 determines in step S912 that the pass / fail result is a "special miss result", it executes the processes after step S923 described later.

[0207] On the other hand, if the MPU42 determines in step S912 that the pass / fail result is not a "special miss result", it executes the processes after step S913. In step S913, the MPU42 updates the value of the round counter RC by subtracting 1 from it.

[0208] In step S914, the MPU42 determines whether or not the value of the round counter RC is "0" or less. If the MPU42 determines in step S914 that the value of the round counter RC is not "0" or less, in step S915, it sets "500" to the value of the timer counter T. Then, the MPU42 ends the big winning opening / closing process.

[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 second. 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 in the timer counter T. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the standby time for ending is 4 seconds. Note that the standby time for ending is not limited to this and is arbitrary.

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

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

[0213] Next, the processing (processing after step S918) when it is determined in step S906 that the value of the timer counter T in the MPU 42 is "0" or less will be described. In step S918, the MPU 42 executes the closing execution process in the same manner as in step S910 described above. In step S919, the MPU 42 sets a 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 that the pass / fail result in the MPU 42 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.

[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 from step S923 onwards) when the MPU 42 determines in step S912 or step S920 that the winning / losing result is a "special losing result" will be described. In step S923, the MPU 42 subtracts 1 from the value of the open / close counter SOC to update it.

[0218] In step S924, the MPU 42 determines whether the value of the open / close counter SOC is equal to or less than "0". If the MPU 42 determines in step S924 that the value of the open / close counter SOC is not equal to or less than "0", it executes the processes from step S915 onwards. On the other hand, if the MPU 42 determines in step S924 that the value of the open / close counter SOC is equal to or less than "0", it executes the above-described processing from S916 onwards.

[0219] Returning to the explanation of the game state transition process, the process from step S812 onwards will be explained with reference to FIG. After executing the big prize opening opening / closing process in step S811, the MPU 42 determines in step S812 whether the value of the opening / closing counter SOC is "0" or less and the value of the round counter RC is "0" or less.

[0220] If the MPU 42 determines in step S812 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 42 determines in step S812 that both the value of the opening / closing counter SOC and the value of the round counter RC are less than or equal to "0", then in step S813 it determines whether the value of the timer counter T is less than or equal to "0".

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

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

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

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

[0225] In step S1103, the MPU 42 clears the number limit flag stored in the RAM 44. Here, the high-frequency support mode continues at least until a "big win" occurs in the win / loss lottery when the high-frequency support flag is set in the RAM 44 and the count limit flag is not set.

[0226] In step S1104, the MPU 42 sets the high-probability mode flag in the RAM 44. If the high-probability mode flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues at least until a "big win" occurs in the win / loss lottery. After that, the MPU 42 ends the transition process at the end of the opening / closing execution mode.

[0227] Note that when ending the transition process at the end of the opening / closing execution mode, the MPU 42 clears the flags set in the RAM 44 according to the allocation result (low-probability result flag, non-explicit few-round high-probability result flag, explicit few-round high-probability result flag, and most advantageous result flag) and the special miss flag. Also, in step S701 of the above-described variation start process, the MPU 42 determines whether the win / loss lottery mode is the high-probability mode by determining whether the high-probability mode flag is set in the RAM 44.

[0228] Next, the processing (processing after step S1105) when it is determined in step S1101 by the MPU 42 that the allocation result is not "most advantageous result" or "explicit few-round high-probability result" will be described. In step S1105, the MPU 42 determines whether the allocation result is a "non-explicit few-round high-probability result".

[0229] If the MPU 42 determines in step S1105 that the allocation result is a "non-explicit few-round high-probability result", the MPU 42 executes the processing after step S1106. On the other hand, if the MPU 42 determines in step S1105 that the allocation result is not a "non-explicit few-round high-probability result", the MPU 42 executes the processing after step S1108.

[0230] First, the processing (processing after step S1106) when it is determined in step S1105 by the MPU 42 that the distribution result is a "non-explicit few-round high-probability result" will be described. In step S1106, the MPU 42 determines whether the 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, it executes the processing after step S1103 described above. On the other hand, if the MPU 42 determines in step S1106 that the high-frequency support flag is not set in the RAM 44, in step S1107, it sets the high-probability mode flag in the RAM 44. If the high-probability mode flag is already set in the RAM 44, the MPU 42 maintains it. Thereby, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues until at least a "big win" occurs in the win / loss lottery. After that, the MPU 42 ends the transition processing at the end of the open / close execution mode.

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

[0233] If the MPU 42 determines in step S1108 that the distribution result is not a "low-probability result" (when it is determined that the win / loss result is a "special loss result"), it ends the transition processing at the end of the open / close execution mode. On the other hand, if the MPU 42 determines in step S1108 that the distribution result is a "low-probability result", it executes the processing after step S1109.

[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 at least until the win / loss lottery results in a "jackpot win" and the allocation result becomes anything other than a "low-probability result."

[0235] In step S1110, the MPU 42 sets the high frequency support flag in the RAM 44. If the high frequency support flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the support mode to the high frequency support mode. In step S1111, the MPU 42 sets the value of the number of games counter provided in the various counter area 441 of the RAM 44 to "100". In step S1112, the MPU 42 sets the number of times limit flag in the RAM 44. If the number of times limit flag has already been set in the RAM 44, the MPU 42 maintains it. Thereafter, the MPU 42 ends the transition process at the end of the opening and closing execution mode.

[0236] Here, if the high frequency support flag is set in the RAM 44 and the number of times limit flag is set, the high frequency support mode continues until 100 games have been played, which is the termination reference number set in the game number counter. When 100 games have been played, the MPU 42 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 42 sets the support mode to the low frequency support mode. The MPU 42 executes these processes as electric support processes in step S306 of the normal process, but detailed description thereof will be omitted.

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

[0238] Also, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "non-explicitly few-round high-probability result" while the current support mode is the high-frequency support mode, the gaming state will shift to the high-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round-number regulation mode). The high-probability mode and the high-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.

[0239] On the other hand, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "non-explicitly few-round high-probability result" while the current support mode is the low-frequency support mode, the gaming state will shift to the high-probability mode and the low-frequency support mode after the end of the open / close execution mode (i.e., the round-number regulation mode). The high-probability mode and the low-frequency support mode continue until at least a "big win" occurs in the win / loss lottery.

[0240] Moreover, when a "big win" occurs in the win / loss lottery and the allocation result in the allocation lottery is the "low-probability result", regardless of the current gaming state, the gaming state will shift to the low-probability mode and the high-frequency support mode after the end of the open / close execution mode (i.e., the round-number regulation mode). The low-probability mode continues until at least a "big win" occurs in the win / loss lottery, and the high-frequency support mode shifts to the low-frequency support mode when 100 gaming rounds are completed without a "big win" occurring in the win / loss lottery.

[0241] Also, if it does not result in a "big win" in the win / loss lottery, that is, if the win / loss result in the win / loss lottery is a "special loss result" or a "normal loss result", the gaming state does not change.

[0242] <Electrical Configuration of the Audio-Visual Control Device> FIG. 19 is a block diagram showing the electrical configuration of the audio-visual control device. As shown in FIG. 19, the audio-visual control device 5 includes an audio-visual control circuit board 51, an MPU 52 mounted on the audio-visual control circuit 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 has 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 - 373 and the speaker unit 125. Also, the MPU52 transmits the commands resulting from analyzing these commands to the display control device 6. Note that the audio - light emission control device 5 is electrically connected to the display control device 6 via a connector unit (connection unit) having connectors provided at both ends of the signal line.

[0245] Figure 20 is a diagram showing the content of the sub - side reserved information storage area. As shown in Figure 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 acquisition information storage means includes four storage areas: a first area SRa1 to a fourth area SRa4. Each of the areas SRa1 - 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 as sub - side reserved information in the areas SRa1 - SRa4 in chronological order in response to the reception of the first reservation generation command. 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] Thus, since the first sub-side hold area SRa has four storage areas, the sub-side hold information based on the first hold generation command can be held up to a maximum of four. Also, the first sub-side hold area SRa has a storage area for writing the number of holds stored in each area SRa1 to SRa4.

[0249] The second sub-side hold area SRb provided as the second sub-side acquisition information storage means has four storage areas, namely the first area SRb1 to the fourth area SRb4. Each area SRb1 to SRb4 is set to a storage capacity capable of storing normal hold information for generating a normal hold and advance hold information for generating an advance hold. The normal hold information for generating a normal hold and the advance hold information for generating an advance hold will be described in detail later.

[0250] The MPU 52 stores the normal hold information or the advance hold information as sub-side hold information in each area SRb1 to SRb4 in time series 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, the MPU 52 stores the sub-side hold information in time series in the order of the first area SRb1 → the second area SRb2 → the third area SRb3 → the fourth area SRb4.

[0251] Thus, since the second sub-side hold area SRb has four storage areas, the sub-side hold information based on the second hold generation command can be held up to a maximum of four. Also, the second sub-side hold area SRb has a storage area for writing the number of holds stored in each area SRb1 to SRb4.

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

[0253] <Electrical Configuration of the Display Control Device> FIG. 21 is a block diagram showing the electrical configuration of the display control device. As shown in FIG. 21, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 that constitute the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. Here, the MPU 62 is an element in which a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, etc. are integrally chip-formed in addition to the program ROM 63 and the work RAM 64. Note that the MPU 62, the VDP 65, the character ROM 66, and the video RAM 67 are mounted on the display control board 61.

[0254] The MPU 62 analyzes the command transmitted from the audio light emission control device 5 and executes control of the VDP 65 by performing predetermined arithmetic processing based on this command. Specifically, the MPU 62 executes control of the VDP 65 by generating a command 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 program stored in the program ROM 63, and is a volatile storage means that requires external power supply for retaining the stored information.

[0256] The VDP 65 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the symbol display device 36. Since the VDP 65 is formed into an IC chip, it is also called a "drawing chip", and its entity should be said to be a microcontroller chip incorporating firmware dedicated to drawing processing. This VDP 65 reads image data from the character ROM 66 based on the content of the command 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, etc. that is referred to when determining the display color of each dot in the bitmap image. The video RAM 67 is a memory for storing display data to be displayed on the symbol display device 36, and the display content of the symbol display device 36 is changed by rewriting the content of this video RAM 67.

[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. Also, the VDP 65 creates drawing data for one frame in the frame buffer 69 using (or by processing) the image data stored in the development buffer 68. Note that the drawing data for one frame refers to the data necessary for displaying the image on the display screen G of the symbol display device 36 at one update timing in a configuration where the image is updated at a predetermined update timing.

[0259] Here, the frame buffer 69 includes a plurality of frame areas 691, 692. Specifically, the frame buffer 69 includes a first frame area 691 and a second frame area 692.

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

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

[0262] Further, the VDP65 generates an image signal corresponding to each dot of the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692 and outputs the image signal to the symbol display device 36. More specifically, the VDP65 transfers the drawing data to the frame areas 691 and 692 that are the output targets. The VDP65 adjusts the resolution with a scaler (not shown) to make the drawing data correspond to the resolution of the symbol display device 36 and converts it into gradation data. Then, the VDP65 generates an image signal corresponding to each dot of the display screen G based on this gradation data 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 voice and light control device 5 executes a timer interrupt process for advancing the game. In this timer interrupt process, as shown in FIG. 22, the MPU 52 periodically (for example, at a cycle of 2 msec) executes steps S2001 to S2006.

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

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

[0266] In step S2005, the MPU 52 executes a demo display execution process based on the demo command transmitted from the MPU 42. In the demo display execution process, the MPU 52 executes the demo display when a predetermined start waiting period for demo start (for example, 30 sec) has elapsed without a new game round starting after the end of the game round. Specifically, in the demo display execution process, the MPU 52 executes the light emission control of various lamp units 124 and the voice control of the speaker unit 125.

[0267] In step S2006, a command transmission process for transmitting the commands set in the hold determination process of step S2002 and the effect determination process of step S2003 to the display control device 6 is executed. In this command transmission process, the MPU 52 determines whether or not it has reached the timing to transmit various commands stored as a command list in the command list storage area 541 of the RAM 54 to the display control device 6, and if it determines that the timing to transmit the various commands to the display control device 6 has been reached, it transmits that command to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.

[0268] <Regarding the hold determination process executed by the voice and light emission control device> FIG. 23 is a diagram showing a flowchart of the hold determination process. The MPU 52 of the voice and light emission control device 5 executes a hold determination process to execute the generation of hold patterns, the shift of hold patterns, etc. In this hold determination process, the MPU 52 executes steps S2101 to S2104 as shown in FIG. 23.

[0269] In step S2101, the MPU 52 determines whether or not it has received a hold generation command (first hold generation command or second hold generation command) transmitted from the MPU 42. If the MPU 52 determines in step S2101 that it has not received the hold generation command, it executes the processes after step S2103. On the other hand, if the MPU 52 determines in step S2101 that it has received a hold generation command, it executes a hold generation process in step S2102. In this hold generation process, the MPU 52 stores sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold generation command. This hold generation process will be described in detail later.

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

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

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

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

[0274] After executing the process of step S2202 or step S2203, in step S2204, the MPU52 updates by adding 1 to the value of its sub-side start hold memory number SN (SRaN or SRbN).

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

[0276] Here, the advance hold is a hold that executes a preview display that changes the type of hold symbol or the like to notify the player of the expectancy of that hold, or a preview display that generates a preview effect that notifies the player of the expectancy of that hold by an effect of a game turn based on a hold that is cleared before that 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 the buffer for the notice reservation occurrence counter set in a predetermined area of the RAM 54. Then, the MPU 52 executes a lottery (notice reservation occurrence lottery) to determine whether to generate a notice reservation based on the value of the notice reservation occurrence counter stored in the buffer for the notice reservation occurrence counter. Specifically, the MPU 52 acquires the value of the notice reservation occurrence counter stored in the buffer for the notice reservation occurrence counter and executes a lottery to determine whether to generate a notice reservation by comparing this value with the table for notice reservation occurrence. The table for notice reservation occurrence is a table that stores random number values related to the occurrence of notice reservations and is stored in the ROM 53.

[0278] In step S2206, the MPU 52 determines whether it has won the notice reservation occurrence lottery in step S2205 (whether to generate a notice reservation). If the MPU 52 determines in step S2206 to generate a notice reservation, it executes a notice reservation occurrence process in step S2207. In this notice reservation occurrence process, the MPU 52 executes a process for generating a notice reservation. Further, based on the content of this notice reservation occurrence 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 the lottery for jackpot occurrence (win / loss lottery) and information related to the result of the lottery for determining whether to generate a reach display (reach occurrence lottery). Note that the MPU 52 includes, in the advance reservation information, information related to the result of a jackpot occurrence lottery (win / loss lottery) (win / loss result) based on the first reserved occurrence command and the second reserved occurrence command, and information related to the result of a lottery for determining whether to generate a reach display (reach generation lottery).

[0280] For example, when the MPU 52 sets the first sub-side start reserved memory number SRaN in step S2202, it stores the advance reservation information in the first storage area among the free storage areas of the first sub-side reserved area SRa, that is, the storage area corresponding to the first sub-side start reserved memory number SRaN updated in step S2204. For example, when the MPU 52 sets "3" for the first sub-side start reserved memory number SRaN in step S2202, it stores the advance reservation information in the fourth area SRa4, which is the storage area corresponding to "4" of the first sub-side start reserved memory number SRaN updated in step S2204.

[0281] Also, for example, when the MPU 52 sets the second sub-side start reserved memory number SRbN in step S2203, it stores the advance reservation information in the first storage area among the free storage areas of the second sub-side reserved area SRb, that is, the storage area corresponding to the second sub-side start reserved memory number SRbN updated in step S2204. For example, when the MPU 52 sets "3" for the second sub-side start reserved memory number SRbN in step S2203, it stores the advance reservation information in the fourth area SRb4, which is the storage area corresponding to "4" of the second sub-side start reserved memory number SRbN updated in step S2204.

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

[0283] Specifically, the MPU 52 stores the normal reservation information in the memory area corresponding to the first memory area among the free memory areas of the sub-side reservation area, that is, the sub-side start reservation memory 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 memory number SRaN in step S2202, it stores the normal reservation information in the memory area corresponding to the first memory area among the free memory areas of the first sub-side reservation area SRa, that is, the first sub-side start reservation memory number SRaN updated in step S2204. For example, when the MPU 52 sets "3" to the first sub-side start reservation memory number SRaN in step S2202, it stores the normal reservation information in the fourth area SRa4, which is the memory area corresponding to "4" of the first sub-side start reservation memory number SRaN updated in step S2204.

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

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

[0290] First, the data setting process for the first sub-side hold area SRa in steps S2302 to S2304 will be described. In step S2302, the MPU 52 updates the value of the first sub-side start hold count SRaN in the first sub-side hold area SRa by subtracting 1. In step S2303, the MPU 52 moves the sub-side hold information stored in the first area SRa1 of the first sub-side hold 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 the value of the second sub-side start reserved count SRbN in the second sub-side reserved area SRb by subtracting 1. In step S2306, the 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 process of step S2304 or step S2307, the MPU 52 sets a hold display shift command in step S2308. Then, the MPU 52 stores the hold display shift command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift command stored in the command list storage area 541 of the RAM 54. This hold display shift command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

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

[0294] FIG. 26 is a diagram showing a preview hold symbol and a normal hold symbol displayed on the display screen of the symbol display device. As shown in FIG. 26, the MPU 62 displays on the display screen G pedestals B11 to B14 provided corresponding to the four storage areas of the first area SRa1 to the fourth area SRa4 of the first sub-side hold area SRa, pedestals B21 to B24 provided corresponding to the four storage areas of the first area SRb1 to the fourth area SRb4 of the second sub-side hold area SRb, and an execution pedestal AB provided between the 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., a first area SRa1 to a fourth area SRa4 of the first sub-side reserved area SRa, from left to right. In contrast, the pedestals B11 to B14 are provided corresponding to four storage areas, i.e., a first area SRa1 to a fourth area SRa4 of the first sub-side reserved area SRa, from right to left. Also, the second reserved lamp section 372 is provided corresponding to four storage areas, i.e., a first area SRb1 to a fourth area SRb4 of the second sub-side reserved area SRb, from left to right. Similarly, the pedestals B21 to B24 are provided corresponding to four storage areas, i.e., a first area SRb1 to a fourth area SRb4 of the second sub-side reserved area SRb, from left to right.

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

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

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

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

[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 processes 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 a "most advantageous result" or a "low probability result" based on the content of the type command.

[0302] If the MPU 52 determines in step S2402 that the game result is a "most advantageous result" or a "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 a "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 a "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 a "most advantageous result" or a "low probability result", in step S2404, it determines whether the game result is a "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 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") that have different numbers from each other and are not selected when the "normal losing result" occurs in the pass / fail lottery, rather than a combination of symbols with the same number. Note that this special combination of symbols is the same regardless of the type of game result.

[0304] On the other hand, when the MPU52 determines in step S2404 that the game result is a "normal 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 in 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 in 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 symbols 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 any of the combination of symbols with the same number, the special combination of symbols, and the combination of symbols in the reach display.

[0306] After executing any one of the processes in step S2403, step S2405, and step S2406, the MPU 52 executes a production pattern determination process in step S2407. In this production pattern determination process, the MPU 52 selects a production pattern corresponding to the variation command and the type command by referring to a production table stored in advance in the ROM 53. Specifically, the MPU 52 selects, as the production pattern, the production duration (production period) and the content of the production. In step S2407, the MPU 52 also executes a lottery as to whether to generate a preview display such as displaying a predetermined character or the like as a moving image on the display screen G based on, for example, causing the player to press the push button 142.

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

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

[0309] The MPU 62 of the 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 20 msec cycle) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. 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] If the MPU 52 determines in step S2409 that the opening command has not been received, it executes the processes after step S2413. On the other hand, if the MPU 52 determines in step S2409 that the opening command has been received, in step S2410, it determines the type of the game result based on the content of the opening command.

[0312] In step S2411, the MPU 52 executes a process for determining an effect for the open / close execution mode corresponding to the type of game result determined in step S2410. In the process for determining an effect for the open / close execution mode, if the MPU 52 determines in step S2410 that the game result is a "special miss result" or a "non-expressed low-round high-probability result," it selects effect A as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "expressed low-round high-probability result," it selects effect B as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "most advantageous result," it selects effect C or effect D as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "low-probability result," it selects effect D as the effect for the open / close execution mode. The duration of effects A and B corresponds to the time when the large prize opening 271 is opened and closed twice in a short time mode in the opening and closing execution mode. The duration of effects C and D corresponds to the time when the large prize opening 271 is opened and closed 15 times in a long time mode in the opening and closing execution mode.

[0313] 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 results of the selection of performances A to D.

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

[0315] The MPU 62 of the control device 6 reads out from the program ROM 63 a data table for executing the effect for the opening / closing execution mode on the symbol display device 36 based on the command for the opening / closing execution mode transmitted from the MPU 52. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the effect for the opening / closing execution mode selected by the MPU 52 of the sound and light control device 5.

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

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

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

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

[0322] In the case of "Explicit Low-Round High-Probability Result", the open / close execution mode shifts to a round number regulation mode in which round games are conducted with a maximum of 2 times, and the opening and closing of the big winning opening 271 are executed 2 times in a short-time mode. Also, in the case of "Explicit Low-Round High-Probability Result", the win / loss lottery mode shifts to the high-probability mode. Also, in the case of "Explicit Low-Round High-Probability Result", the stop result is a special combination of symbols, and the effect for the open / close execution mode is Effect B. Also, in the case of "Explicit Low-Round High-Probability Result", the support mode shifts to the high-frequency support mode. Furthermore, in the game rounds after the open / close execution mode ends, the symbol display device 36 displays an image indicating that it is in the high-probability mode on the display screen G. Therefore, the player can grasp that the game result is "Explicit Low-Round High-Probability Result" by confirming the stop result and the effect for the open / close execution mode.

[0323] In the "most favorable result" and "low probability result", the opening and closing execution mode shifts to the round number regulation mode in which the round game is played with a maximum of 15 times, and the opening and closing of the big winning opening 271 is executed 15 times in a long-time mode. Here, in the "most favorable result", the stop result is a combination of symbols having the same odd-numbered digit or the same even-numbered digit, the win / loss lottery mode shifts to the high probability mode, and the effect for the opening and closing execution mode becomes effect C or effect D. Specifically, when the stop result is a combination of symbols having the same odd-numbered digit, the effect for the opening and closing execution mode becomes effect C, and when the stop result is a combination of symbols having the same even-numbered digit, the effect for the opening and closing execution mode becomes effect D. Also, in the "low probability result", the stop result is a combination of symbols having the same even-numbered digit, the win / loss lottery mode shifts to the low probability mode, and the effect for the opening and closing execution mode becomes effect D. Further, in the "most favorable result" and "low probability result", the support mode shifts to the high frequency support mode.

[0324] Therefore, when the stop result is a combination of symbols having the same odd-numbered digit and the effect for the opening and closing execution mode becomes effect C, the player can recognize that the game result is the "most favorable result". However, when the stop result is a combination of symbols having the same even-numbered digit, the player cannot recognize whether the game result is the "most favorable result" or the "low probability result" by checking the stop result and the effect for the opening and closing execution mode.

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

[0326] Specifically, the symbol display device 36 does not display an image indicating that it is in the high-probability mode on the display screen G. The high-frequency support mode displays an image on the display screen G to notify that it will shift to the low-frequency support mode when the number of game turns reaches the end reference number (specifically, 100 turns). In other words, even when the "most advantageous result" is obtained in the distribution lottery, if the production for the opening / closing execution mode is finally production D in the game turns after the end of the opening / closing execution mode, the symbol display device 36 disguises it as if the game result were a "low-probability result".

[0327] When the distribution result is the "most advantageous result", the symbol display device 36 does not display an image indicating that it is in the high-probability mode on the display screen G after completing 100 game turns without winning the "big win" in the win / loss lottery. In other words, the symbol display device 36 cancels the disguise that it had been performing as if the game result were a "low-probability result".

[0328] 〔Modification Example of the Main Reference Form〕 Note that the main reference form of the present invention is not limited to the above main reference form, but includes modifications, improvements, etc. within the scope that can achieve the object of the present invention. (1) In this reference form, the pachinko machine 1 executed the opening and closing of the big winning opening 271 once per round game. In contrast, the pachinko machine 1 may execute the opening and closing of the big winning opening 271 a plurality of times per round game. (2) In this reference form, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 back to the closed state when a predetermined upper limit continuous time (upper limit continuous period) elapses or when the total number of game balls winning the big winning opening 271 reaches a predetermined upper limit number. In contrast, for example, the upper limit number may be made to vary according to the upper limit continuous time, and the conditions for setting the opening / closing door 272 back to the closed state are arbitrary.

[0329] (3) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when the total number of winning game balls entering the big winning opening 271 reaches 8, which is a predetermined upper limit number. In contrast, for example, the pachinko machine 1 may set the upper limit number to any number other than 8. Also, for example, the pachinko machine 1 may set different upper limit numbers according to the distribution result. Further, for example, the pachinko machine 1 may set different upper limit numbers for each round during one execution mode of opening and closing.

[0330] (4) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when the total number of winning game balls entering the big winning opening 271 reaches a predetermined upper limit number. In contrast, for example, the pachinko machine 1 may be provided with an end trigger opening for setting the opening / closing door 272 to the closed state when a game ball enters, and may be configured to enable a game ball to enter this end trigger opening when a predetermined time has elapsed. (5) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when a predetermined upper limit duration has elapsed. In contrast, for example, after setting the opening / closing door 272 to the open state, the pachinko machine 1 may set the opening / closing door 272 to the closed state again when a predetermined time has elapsed since a winning occurred at the big winning opening 271.

[0331] (6) In this reference embodiment, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again. In contrast, for example, after setting the opening / closing door 272 to the open state, the pachinko machine 1 may shift to the next round of the game without setting the opening / closing door 272 to the closed state again. (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 with respect to the mode of the upper limit duration and the number of times the round game is executed. Also, instead of setting a plurality of types of opening / closing execution modes by differentiating 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 differentiating 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 made different 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 valid line L, and this special combination of symbols is the same regardless of the type of game result. On the contrary, 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 contrary, 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 and the value of the jackpot random number counter C1 stored in the reserved 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 contrary, the MPU 42 may execute the lottery related to the "special losing result" by using a new counter different from the jackpot random number counter C1 provided in each counter area 441 of the RAM 44 for executing the lottery related to the "special losing result".

[0337] (13) In this reference embodiment, in a gaming state where a pass / fail table for the low probability mode is referred to during the lottery for a big win, the number of random number values resulting in a "special 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, the number of random number values resulting in a "special losing result" was one. In other words, the probability of getting 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 getting 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 getting a "special losing result" may be set to be 0 in at least one of the low probability mode and the high probability mode.

[0338] (14) In this reference embodiment, the pachinko machine 1 created a gaming state advantageous to the player and a disadvantageous gaming state by setting the pass / fail lottery mode and the support mode. However, by setting gaming states other than these, a gaming state advantageous to the player and a disadvantageous gaming state may be created. For example, the pachinko machine 1 may create a gaming state advantageous to the player and a disadvantageous gaming state by varying the number of gaming rounds in which the high-frequency support mode is continued after the end of the opening / closing execution mode. Also, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a disadvantageous gaming state by determining whether to shift to the high-frequency support mode after the end of the opening / closing execution mode. Further, for example, the pachinko machine 1 may create a gaming state advantageous to the player and a disadvantageous gaming state by varying the number of gaming rounds in which the high probability mode is continued after the end of the opening / closing execution mode.

[0339] (15) In this reference embodiment, the pachinko machine 1 stores the hold information related to the upper operation port 25 in the hold area Ra for the first result display unit, and stores the hold information related to the lower operation port 26 in the hold area Rb for the second result display unit, thereby storing the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 separately. In contrast, the pachinko machine 1 may store the hold information related to the upper operation port 25 and the hold information related to the lower operation port 26 together. (16) In this reference embodiment, the MPU 42 preferentially sets the hold information related to the lower operation port 26 for 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 audio-visual control device 5, and the audio-visual control device 5 transmits the command as a result of analyzing the command to the display control device 6, thereby executing the control of the display control device 6. In contrast, the main control device 4 may transmit a command to the display control device 6, and the display control device 6 may transmit the command as a result of analyzing the command to the audio-visual control device 5, thereby executing the control of the audio-visual control device 5. Note that the command transmitted from the main control device 4 to the audio-visual control device 5 and the command transmitted from the audio-visual control device 5 to the display control device 6 are not limited to the commands described in this reference embodiment and are arbitrary. (18) In this reference embodiment, the pachinko machine 1 includes the main control device 4, the audio-visual control device 5, and the display control device 6 as separate control devices. In contrast, for example, the audio-visual control device 5 and the display control device 6 may be provided as the same control device, or at least one of the audio-visual control device 5 and the display control device 6 may be provided as the same control device as the main control device 4.

[0341] (19) In this reference embodiment, the symbol display device 36 starts the variable display of symbols on the display screen G by periodically scrolling the symbols in each symbol column Z1 to Z3 in a predetermined direction based on winning at the upper operation port 25 or the lower operation port 26, thereby executing an effect for the game. 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 at the upper operation port 25 or the lower operation port 26. Then, the main display unit 34 and the symbol display device 36 execute variable display and, as a stop result of the variable display, display the result of the internal lottery performed based on winning at the upper operation port 25 or the lower operation port 26. On the other hand, for example, the main display unit 34 and the symbol display device 36 may start variable display before executing the internal lottery and, as a stop result of the variable display, display the result of the internal lottery performed after starting the variable display. In this case, after starting the variable display and before stopping the variable display, the internal lottery may be executed and settings such as the stop result may be executed.

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

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

[0345] For example, the symbol display device 36 may set a predetermined area in at least one of an area smaller than the area displaying the symbols of each symbol sequence Z1 to Z3 and an area on the periphery of the area displaying the symbols of each symbol sequence Z1 to Z3, and when the variable display of the symbols of each symbol sequence Z1 to Z3 is stopped, a symbol indicating the result of the internal lottery may be displayed in this predetermined area. The symbol displayed in this predetermined area may be variable or may be hidden during the variable display of the symbols of each symbol sequence Z1 to Z3.

[0346] Here, the symbols to be displayed in a predetermined area may adopt characters, colors, or patterns that are difficult for the player to distinguish, or combinations thereof. Also, even if they are not characters, colors, or patterns that are difficult for the player to distinguish, by adopting symbols that are similar to each other or combinations thereof, it may be made difficult for the player to distinguish. According to this, for example, the manager of the game parlor can easily confirm whether there is any improper behavior of trying to make the pachinko machine 1 behave in the same manner as when winning the jackpot lottery by visually checking the symbol display device 36 without visually checking the main display unit 34 at the end of the game session.

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

[0348] (24) In this reference embodiment, the pachinko machine 1 has been illustrated and described as the gaming machine of the present invention. In contrast, the gaming machine of the present invention may be another type of pachinko machine different from the pachinko machine 1. For example, the gaming machine of the present invention may be a pachinko machine that releases an electric accessory a predetermined number of times when a game ball enters a specific area, or a pachinko machine that generates a jackpot right when a game ball enters a specific area. Also, the gaming machine of the present invention may be another type of gaming machine such as an arrange ball machine or a bird ball.

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

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

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

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

[0353] Furthermore, the first 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). Also, 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.

[0354] Also, in step S208M, when the MPU 42 sets the second start hold memory number RbN in step S204, the MPU 42 sets a second hold generation command for causing the voice and light control device 5 to recognize that hold information has been stored in the storage area of the second result display unit hold area Rb, and transmits the set second hold generation command to the voice and light control device 5. Thereafter, the MPU 42 ends the winning process for the operating port. This second hold generation command includes information for causing the voice and light control device 5 to recognize that hold information has been stored in the storage area of the second result display unit hold area Rb based on the winning of a game ball in the lower operating port 26. The second hold generation command also includes information related to the current support mode. Note that the voice and light control device 5 lights the second hold lamp unit 372 and executes a predetermined process based on the second hold generation command transmitted from the MPU 42. Also, as described above, the maximum number of held game balls that have won in the lower operating port 26 is 4, and the second hold lamp unit 372 lights up by a number corresponding to this number of held balls.

[0355] Furthermore, the second hold generation command includes information related to the result of the jackpot generation 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, 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, the MPU 42 executes a lottery for jackpot generation (win / loss lottery) and determines the result of the win / loss lottery (win / loss result). Also, 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, the MPU 42 executes a lottery for determining whether to generate a reach display (reach generation lottery) and determines the result of the reach generation lottery.

[0356] In this reference embodiment, the audio / light emission 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, based on the content of the hold generation command, the MPU 52 stores sub-side hold information in the sub-side hold information storage area 543. Note that 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 it is determined in step S2201 that the MPU 52 has received the first hold generation command, in step S2202, the MPU 52 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 MPU 52 executes the processes after step S2204.

[0359] On the other hand, when it is determined in step S2201 that the MPU 52 has not received the first hold generation command (when it is determined that the second hold generation command has been received), in step S2203, the MPU 52 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 MPU 52 executes the processes after step S2204.

[0360] After executing the process of step S2202 or step S2203, in step S2204, the MPU 52 adds 1 to the value of the sub-side start hold storage number SN (SRaN or SRbN) and updates it.

[0361] In step S2210M, the MPU 52 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 it is determined in step S2210M that there is no advance hold information, in step S2205, the MPU 52 executes a lottery process for advance holds. In this lottery process for advance holds, the MPU 52 executes a lottery on whether to generate an advance hold. Specifically, the MPU 52 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 RAM 54.

[0362] Here, a preview hold is a hold that executes a preview display that changes the type of hold picture or the like to notify the player of the expectation level of the hold, or a preview display that generates a lead-in effect that notifies the player of the expectation level of the hold through the production of a game round based on a hold that is cleared before that hold. In this reference embodiment, a preview hold that executes a preview display that generates a lead-in effect will be described, and the description of a preview hold that executes other preview displays will be omitted.

[0363] The preview hold occurrence counter is a loop counter that is incremented by 1 each time it is updated and returns to 0 after reaching the maximum value. The preview hold occurrence counter is updated periodically, and the updated value is appropriately stored in a buffer for the preview hold occurrence counter set in a predetermined area of the RAM 54. Then, the MPU 52 executes a lottery (preview hold occurrence lottery) as to whether to generate a preview hold based on the value of the preview hold occurrence counter stored in the buffer for the preview hold occurrence counter. Specifically, the MPU 52 acquires the value of the preview hold occurrence counter stored in the buffer for the preview hold occurrence counter, and by comparing this value with a table for preview hold generation, executes a lottery as to whether to generate a preview hold. The table for preview hold generation is a table that stores random number values related to the generation of preview holds and is stored in the ROM 53.

[0364] In step S2206, the MPU 52 determines whether it has won the preview hold occurrence lottery in step S2205 (whether to generate a preview hold). If the MPU 52 determines in step S2206 to generate a preview hold, then in step S2207M, it executes a preview hold generation process. In this preview hold generation process, the MPU 52 executes a process for generating a preview hold. Also, based on the content of this preview hold generation process, 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.

[0365] Specifically, the MPU 52 stores the advance reservation information in the first storage area among the free storage areas of the sub-side reservation area, that is, the storage area corresponding to the sub-side start reservation count SN updated in step S2204. Here, the advance reservation information includes information related to the result of the lottery for jackpot occurrence (win / loss lottery) (win / loss result) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery). Note that the MPU 52 includes, in the advance reservation information, information related to the result of the lottery for jackpot occurrence (win / loss lottery) (win / loss result) and information related to the result of the lottery for determining whether to generate a reach display (reach generation lottery) based on the first reservation generation command and the second reservation generation command.

[0366] For example, when the MPU 52 sets the first sub-side start reservation count SRaN in step S2202, it stores the advance reservation information in the first storage area among the free storage areas of the first sub-side reservation area SRa, that is, the storage area corresponding to the first sub-side start reservation count SRaN updated in step S2204. For example, when the MPU 52 sets "3" to 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" to the second sub-side start reservation count SRbN in step S2203, it stores the advance reservation information in the fourth area SRb4, which is the storage area corresponding to "4" of the second sub-side start reservation count SRbN updated in step S2204.

[0368] On the other hand, if the MPU 52 determines not to generate a notice hold in step S2206, or if it is determined in step S2210M that there is notice hold information, then 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. Also, 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] Also, 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] In this way, in this reference embodiment, the MPU 52 can generate only one pre-holding for executing a notice display that generates a pre-reading effect in the sub-side holding area, and cannot generate a plurality of pre-holdings in the sub-side holding area. Note that in this reference embodiment, the MPU 52 cannot generate a plurality of pre-holdings in the sub-side holding area, but it may be possible 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.

[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 20 msec cycle) is reached, the MPU 62 outputs a command to the VDP 65 based on this data table. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. 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 pre-reading effect generation determination process. Hereinafter, the pre-reading effect generation determination process will be described in detail.

[0377] <Pre-reading effect generation determination process> FIG. 32 is a diagram showing a flowchart of the pre-reading effect generation determination process. In the pre-reading effect generation determination process, as shown in FIG. 32, the MPU 52 executes steps S5001 to S5011. In step S5001, the MPU 52 determines whether there is advance 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 advance hold information, it ends the pre-reading effect generation determination process without executing the processes after step S5002. On the other hand, if the MPU 52 determines in step S5001 that there is advance hold information, in step S5002, it determines whether a pre-reading effect generation flag is set in the RAM 54. This pre-reading effect generation flag is a flag for identifying that a pre-reading effect has occurred. The MPU 52 sets the pre-reading effect generation flag at the time of the occurrence of the pre-reading effect and clears the pre-reading effect generation flag at the end of the pre-reading effect.

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

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

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

[0381] In step S5004, the MPU 52 acquires the advance reservation information stored in the storage area of the sub-side 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 onwards. If the MPU 52 determines in step S5005 that the win / loss result is not "jackpot win", it executes the processing from step S5009 onwards.

[0382] First, the processing (processing from step S5006 onwards) 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 onwards. 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 the 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 a "big win" (processing after step S5009) will be described. In step S5009, the MPU 52 determines whether the result of the reach lottery obtained in step S5004, that is, the result of the reach lottery included in the notice hold information stored in the storage area of the sub-side hold area, is a "win". If the MPU 52 determines in step S5009 that the result of the reach lottery is a "win", it executes the processing after step S5010. If the MPU 52 determines in step S5009 that the result of the reach lottery is not a "win", 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 lottery is a "win" (processing after step S5010) will be described. In step S5010, the MPU 52 determines whether the number of pre-read holds PN obtained in step S5003 is "3" or less. If the MPU 52 determines in step S5009 that the number of pre-read holds PN is "3" or less, it executes the processing after step S5007 described above. On the other hand, if the MPU determines in step S5009 that the number of pre-read holds PN is not "3" or less, it ends the pre-read effect generation determination process without executing the processing after step S5007.

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

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

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

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

[0390] First, the data setting process for the first sub-side reserved area SRa in steps S2302 to S2310M will be described. In step S2302, the MPU52 updates the value of the first sub-side start reserved number SRaN in the first sub-side reserved area SRa by subtracting 1. In step S2303, the MPU52 moves the sub-side reserved information stored in the first area SRa1 of the first sub-side reserved area SRa to the execution area SAE. In step S2304, the MPU52 executes a data shift process for shifting the sub-side reserved information stored in the storage area of the first sub-side reserved area SRa. This data shift process is a process of shifting the sub-side reserved information stored in each area SRa1 to SRa4 in order to the first area SRa1 side. Specifically, the MPU52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.

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

[0392] Next, the data setting process of the second sub-side suspended 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 suspended storage number SRbN in the second sub-side suspended area SRb. In step S2306, the MPU 52 moves the sub-side suspended information stored in the first area SRb1 of the second sub-side suspended area SRb to the execution area SAE. In step S2307, the MPU 52 executes a data shift process for shifting the sub-side suspended information stored in the storage area of the second sub-side suspended area SRb. This data shift process is a process of shifting the sub-side suspended information stored in each area SRb1 to SRb4 in order to the first area SRb1 side. Specifically, the MPU 52 shifts the sub-side suspended information in the second area SRb2 to the first area SRb1, shifts the sub-side suspended information in the third area SRb3 to the second area SRb2, and shifts the sub-side suspended information in the fourth area SRb4 to the third area SRb3.

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

[0394] After executing the process of step S2310M or step S2311M, the MPU 52 sets a hold display shift time command in step S2308. Then, the MPU 52 stores the hold display shift time command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift time command stored in the command list storage area 541 of the RAM 54. This hold display shift time command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.

[0395] The MPU 62 of the display control device 6 reads out a data table for executing the shift of normal hold and preview hold on the symbol display device 36 based on the hold display shift time command transmitted from the MPU 52 from the program ROM 63. Then, the MPU 62 outputs a command to the VDP 65 based on this data table every time a predetermined image update timing (for example, a 20 msec cycle) is reached. The VDP 65 reads out image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. Further, the VDP 65 creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 executes the shift of normal hold and preview hold by displaying it on the display screen G.

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

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

[0398] Further, based on the selected effect pattern, the MPU 52 executes light emission control of the display lamp unit 124 and voice control of the speaker unit 125 in the effect execution process of step S2004 described above. Hereinafter, the process of determining an effect pattern will be described in detail.

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

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

[0404] Here, the number of pre-reading reservations APN at execution time 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 notice 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 notice reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 acquires "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 notice reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 acquires "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 notice reservation information stored in the third area SRa3 of the first sub-side reservation area SRa, the MPU52 will acquire "4" as the pre-read reservation number APN during execution.

[0406] In step S5202, the MPU52 determines whether the pre-read reservation number APN acquired 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 prefetch reservations in execution APN is less than the number of prefetch reservations PN (processing after step S5203) will be described. In step S5203, "0" is substituted into the number of digestion times CN of the reserved synthesis forecast stored in the RAM 54 and reset. The number of digestion times CN of this reserved synthesis forecast will be described in detail later.

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

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

[0410] The MPU62 of the control device 6 reads out from the program ROM63 a data table for executing the generation of the preview effect on the symbol display device 36 based on the preview effect generation command transmitted from the MPU52 and the number of times PRN of the preview effect included in this preview effect generation command. Then, every time a predetermined image update timing (for example, a cycle of 20 msec) is reached, the MPU62 outputs a command to the VDP65 based on this data table. The VDP65 reads out image data from the character ROM66 based on the content of the command generated by the MPU62 and stores this image data in the expansion buffer 68. Also, the VDP65 creates drawing data for the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Thereby, the symbol display device 36 displays the preview effect on the display screen G to notify the player of the generation of the preview effect. Specifically, if the number of times PRN of the preview effect is "0", the MPU62 notifies the player of the generation of the first preview effect, if the number of times PRN of the preview effect is "1", the MPU62 notifies the player of the generation of the second preview effect, if the number of times PRN of the preview effect is "2", the MPU62 notifies the player of the generation of the third preview effect, and if the number of times PRN of the preview effect is "3", the MPU62 notifies the player of the generation of the fourth preview effect.

[0411] In step S5206, the MPU52 updates by adding 1 to the value of the number of times PRN of the preview effect stored in the RAM54. In step S5207, the MPU52 updates by subtracting 1 from the value of the number of preview holds PN stored in the RAM54.

[0412] In step S5208, it is determined whether the value of the number of preview holds PN stored in the RAM54 is "0" or less. If the MPU52 determines in step S5208 that the value of the number of preview holds PN is "0" or l...

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 it is determined by the special information determination means that the special information satisfies a predetermined winning condition, A 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 board surface of the game board, and includes a rotating plate portion that can be switched between a predetermined rotating state and a predetermined stopping state, The rotating plate portion, On the back side of the rotating plate portion and corresponding to the game board, it has a visible portion that is at least partially visible from the front of the game board in a predetermined area of the predetermined decorative means. When a predetermined condition is satisfied based on a predetermined game by the player, it is configured to be able to switch from the predetermined stopping state to the predetermined rotating state. A gaming machine, This gaming machine, When the game board is viewed from the front, a second rotating means that is movable along the board surface of the game board and rotatable in a predetermined manner is configured to be movable between a first position where it is visible without passing through 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 the predetermined game, a first state in which at least a part of the predetermined decorative means is visible through the visible portion of the rotating plate portion in the predetermined rotating state, When the second rotating means moves to the second position, a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion, and a second state in which at least a part of the predetermined decorative means that is blocked by the second rotating means becomes invisible is configured to be achievable, The first rotating means includes an abutting portion that can abut against the second rotating means, The first rotating means in the predetermined stopping state is configured to be pushed by the abutting portion of the first rotating means abutting against the second rotating means, The second state is, A gaming machine characterized in that it is configured to be able to generate a specific state that a player can recognize as advantageous and a predetermined state that the player can recognize as less advantageous than the specific state, based on the rotation status of the first rotation means and the movement status of the second rotation means.

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