gaming machines

The gaming machine enhances player engagement through an information acquisition system and controlled game operations with varying effects, addressing the lack of attention-grabbing features in existing machines.

JP7747097B2Active Publication Date: 2025-10-01SANYO BUSSAN KK

Patent Information

Application Number
JP2024036991
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-11
Publication Date
2025-10-01
Estimated Expiration
2038-04-06

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to enhance player engagement and attention to the game.

Method used

Incorporation of an information acquisition system to detect specific game conditions, storage of acquired information, determination of privilege grants, and controlled game operations with parallel performance execution, along with distinct effects having varying durations and recognition mechanisms to enhance player interaction.

Benefits of technology

Increases player engagement and attention to the game by providing dynamic and attention-grabbing visual and auditory cues.

✦ 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 suitably increasing the attention degree of to a game.SOLUTION: When a winning occurs at an operating port provided in a game area, an MPU of a main control device executes a transition lottery to an opening / closing execution mode, and the variation display time of a symbol in an operating port display section of a main display unit is determined. Information such as the result of the transition lottery and the variation display time is input from the main control device to a notification / performance control device. The MPU of the notification / performance control device determines a performance in a symbol display device on the basis of the information. As the performance mode in the symbol display device, a normal performance mode and a special performance mode are provided. In the special performance mode, the execution mode of the special performance in the current game round is determined on the basis of the variation display time related to the current game round, the variation display time related to the subsequent game round, and the result of the transition lottery.SELECTED DRAWING: Figure 53
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Some gaming machines, such as pachinko machines, are equipped with a picture display device that displays pictures in a variable manner on a display screen. In this type of gaming machine, for example, when a ball enters an operating port provided in the gaming area, a lottery is held to determine whether a specific gaming state advantageous to the player, such as a winning state, will occur, and the variable display of pictures begins. If the lottery is won, a specific picture combination or the like is displayed in a final stop on the display screen, and the gaming state transitions to the specific gaming state (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-074175 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, various efforts have been made to increase the attention paid to games, but there is still room for improvement in the configuration of gaming machines in order to increase the attention paid to games.

[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]

[0006] The following describes means for solving the above problems.

[0007] The present invention provides an information acquisition means for acquiring special information when a predetermined acquisition condition is met; an acquired information storage means for storing the special information acquired by the information acquisition means; a grant determination means for determining whether the special information stored in the acquired information storage means corresponds to a grant correspondence result corresponding to granting a privilege to a player; a game number control means for controlling the predetermined notification means so that the game number operation is performed, with one game number being the time from when the game number operation is started to when a notification result corresponding to the determination result of the award determination means is reached and the game number operation is ended; Gaming machines equipped with In The game control means has a period determination means for determining an operation period of the game operation for each game, A performance execution means is provided for executing a performance in parallel with the game operation when the game operation is being performed, A first predetermined effect and a second predetermined effect are provided as effects to be executed by the effect execution means so that the effect execution period is shorter than the operation period, An upper limit is set for the number of times the first predetermined effect is executed during one game, corresponding to the determination result by the award determination means, The device has a means for allowing a player to recognize the first predetermined effect executed before the second predetermined effect and the first predetermined effect executed after the second predetermined effect separately by inserting the second predetermined effect when the first predetermined effect is executed at least the maximum number of times, and is configured so that the length of the effect execution period of the second predetermined effect can be different from both the length of the effect execution period of the first predetermined effect executed before the second predetermined effect and the length of the effect execution period of the first predetermined effect executed after the second predetermined effect. It is characterized by: [Effects of the Invention]

[0008] According to the present invention, it is possible to preferably increase the level of attention to the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is a perspective view of a pachinko machine seen from the front. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 5] FIG. [Figure 6] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 7] FIG. 2 is a perspective view of the game board unit from the rear. [Figure 8]FIG. [Figure 9] FIG. 2 is a rear view of the pachinko machine. [Figure 10] A front view showing the back pack unit. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 13] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 14] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 15] FIG. 10 is a schematic diagram showing a win / loss table. [Figure 16] (a) and (b) are schematic diagrams showing an allocation table, and (c) is a schematic diagram showing the relationship between winning types and support modes. [Figure 17] 10 is a flowchart showing timer interrupt processing by the MPU of the main control device. [Figure 18] A flowchart showing the winning process for an operating port. [Figure 19] 10 is a flowchart showing information acquisition processing. [Figure 20] 10 is a flowchart showing normal processing by the MPU of the main control device. [Figure 21] 10 is a flowchart showing a game play control process. [Figure 22] 10 is a flowchart showing a data setting process. [Figure 23] 10 is a flowchart showing a fluctuation start process. [Figure 24] (a) Flowchart showing the process of setting the variable display time, (b) Schematic diagram showing a variable display time table for when a reach does not occur, which is referenced in the low frequency support mode, and (c) Schematic diagram showing a variable display time table for when a reach does not occur, which is referenced in the high frequency support mode. [Figure 25] 10 is a flowchart showing a game state transition process. [Figure 26] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 27] 10 is a flowchart showing the variable display control process performed by the MPU of the notification and performance control device. [Figure 28] 10 is a flowchart showing the process for starting fluctuations. [Figure 29] 10 is a flowchart showing processing for a special effect mode. [Figure 30] (a) A schematic diagram showing the types of variable display modes, (b) A schematic diagram showing an overview of each variable display mode. [Figure 31] FIG. 10 is a schematic diagram for explaining the flow of pseudo-continuously varying display. [Figure 32] (a) A schematic diagram showing the flow of game presentation corresponding to the pseudo-continuous change display, (b) A schematic diagram showing the relationship between the color of the effect and the probability of winning. [Figure 33] (a) A schematic diagram showing the display content in the time-saving presentation mode, and (b) a timing chart showing the flow of the game presentation. [Figure 34] A schematic diagram showing the flow of game presentation during the time-saving presentation mode. [Figure 35] 10 is a flowchart showing the confirmation process for hold notice executed by the MPU of the main control unit. [Figure 36] 10 is a flowchart showing a process for setting a hold command executed by the MPU of the main control device. [Figure 37] (a) A schematic diagram showing the flow of the preview performance, (b) A schematic diagram showing the relationship between the variable display time and variable display mode in each performance mode. [Figure 38] 10A is a flowchart showing the effect setting process for a special effect mode executed by the MPU of the notification / effect control device, and FIG. 10B is a flowchart showing the special effect setting process for a reach. [Figure 39] 10 is a flowchart showing a reach effect pattern setting process. [Figure 40] 1A is a schematic diagram illustrating a first special pattern table, and FIG. 1B is a schematic diagram illustrating a second special pattern table. [Figure 41] 10 is a timing chart showing the flow of game effects according to the first special effect pattern. [Figure 42] 10 is a timing chart showing the flow of game effects according to the second special effect pattern. [Figure 43] 10 is a flowchart showing a special effect setting process for a complete miss. [Figure 44] 10 is a flowchart showing a first setting process. [Figure 45] 10A is a schematic diagram illustrating a fifth special pattern table, and FIG. 10B is a schematic diagram illustrating a sixth special pattern table. [Figure 46] 10 is a timing chart showing the flow of game presentations based on the fifth special pattern and the sixth special pattern. [Figure 47] 10 is a flowchart showing a second setting process. [Figure 48] 10A is a schematic diagram illustrating a ninth special pattern table, and FIG. 10B is a schematic diagram illustrating a tenth special pattern table. [Figure 49] 10 is a timing chart showing the flow of game presentations using the 9th special pattern and the 10th special pattern. [Figure 50] FIG. [Figure 51] FIG. 11 is a schematic diagram showing the relationship between the start timing of reach display and the number of parts in the second embodiment. [Figure 52] 13 is a flowchart showing a link setting process executed by an MPU of a notification and performance control device in the fourth embodiment. [Figure 53] This is a schematic diagram showing the relationship between previous and subsequent game rounds. [Figure 54] 10 is a schematic diagram showing the relationship between the confirmed display time of a pattern and the stopped display time of a pattern. FIG. [Figure 55] 10A is a flowchart showing the standby display control process executed by the MPU of the notification / performance control device in the fifth embodiment, and FIG. 10B is a schematic diagram showing the relationship between the variable display mode and whether or not standby display is possible. [Figure 56]This is a schematic diagram showing the flow of the game presentation. [Figure 57] 10 is a schematic diagram showing the relationship between the confirmed display time of a pattern and the stopped display time of a pattern. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of a pachinko machine 10, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components within the gaming area of ​​the pachinko machine 10 for convenience.

[0011] As shown in FIG. 1, the pachinko machine 10 is made up of an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main section 12 attached to the outer frame 11.

[0012] As shown in Figure 2, the outer frame 11 is formed by connecting four long frame materials on all four sides, and is formed into a rectangular frame shape as a whole. The pachinko machine 10 is installed in the gaming hall by attaching and fixing this outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.

[0013] The gaming machine main section 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion between the upper and left frame sections of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame sections of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main section 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 3 and 4).

[0014] 3 and 4, the gaming machine main section 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main section 12 is supported rotatably relative to the outer frame 11. In detail, when viewed from the front of the gaming machine, the left side is the base end of rotation and the right side is the tip end of rotation, and the inner frame 13 can be rotated forward.

[0015] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front of the gaming machine. Also, a back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side being the base end and the right side being the tip end when viewed from the front of the gaming machine.

[0016] (Front door frame 14) Next, we will explain front door frame 14. As shown in Figure 1, front door frame 14 is mainly composed of a synthetic resin frame body 20 whose external shape is substantially the same as that of outer frame 11, and covers substantially the entire front surface of inner frame 13. A substantially elliptical window portion 21 is formed in the center of frame body 20, allowing substantially the entire playing area (described later) to be viewed from the front, and window portion 21 is blocked from the rear side of front door frame 14 by glass unit 22.

[0017] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of ​​the glass panels 23 into front and rear, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the glass panels 23 double-cover the playing area PE from the front side of the pachinko machine 10.

[0018] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame body 20. Furthermore, the number of glass panels is arbitrary, and may be one, or three or more.

[0019] Various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window 21). For example, a circular illumination unit 26 incorporating light-emitting devices such as LEDs is provided along the periphery of the window 21. The circular illumination unit 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. An error indicator lamp 27 is provided at the center of the circular illumination unit 26 and at the top of the pachinko machine 10, and lights up when an error or other malfunction occurs. On either side of the error indicator lamp 27, prize ball lamps 28 are provided that light up while prize balls are being paid out. Speaker units 29 are provided adjacent to the left and right prize ball lamps 28, respectively, to output sound effects, background music, and the like according to the game status (see FIG. 3). The speaker units 29 switch background music and the like according to the game status, thereby preventing the game from becoming monotonous.

[0020] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32 (see FIG. 2). The upper tray 33 has the function of temporarily storing game balls dispensed from a dispensing device (described later) and guiding them to a game ball launching mechanism (described later) while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33 and as a receptacle for storing game balls that were discharged by the game ball launching mechanism but did not reach the game area PE (see FIG. 3) and are returned to the player.

[0021] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later. The launching speed of the game ball increases as the operation amount (rotation amount) of the game ball launching handle 41 increases, and the game ball will reach the play area PE when this operation amount is adjusted by the player to a predetermined amount. Furthermore, by adjusting this operation amount, the player can selectively shoot the game ball into the right route or the left route, which will be described later.

[0022] As shown in Figure 3, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and by dividing the receiving portion into left and right halves with a partition wall, an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage are separated. The upstream sides of the front door side upper tray passage and the front door side lower tray passage lead to the gaming ball distribution section described below, and gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0023] The front door frame 14 has projections at its upper and lower ends on the pivot base side of its rear surface. These projections form an assembly mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to Fig. 5. Fig. 5 is a front view of the inner frame 13. As in Fig. 3, Fig. 5 also omits the configuration inside the play area PE of the pachinko machine 10 for convenience.

[0025] (inner frame 13) The inner frame 13 is mainly composed of an inner frame base body 50, which has a substantially rectangular outer shape similar to the outer frame 11. The height of the inner frame base body 50 is set slightly smaller than the height of the outer frame 11. The inner frame base body 50 is positioned close to the upper frame portion of the outer frame 11, leaving a slight gap between the lower frame portion of the outer frame 11 and the inner frame base body 50. A panel is attached to the outer frame 11 to close this gap. The panel is positioned below the inner frame base body 50 (specifically, its lower end), and when the inner frame 13 is closed to the outer frame 11, the inner frame base body 50 rests on the panel. A slight clearance may be provided between the panel and the inner frame base body 50 to prevent mutual interference, etc.

[0026] Support fittings 71 and 72 are attached to the upper and lower ends of the rotation base end side (left side in FIG. 5) on the front surface of the inner frame base body 50. Although not shown, the support fittings 71 and 72 have shafts, and bearings provided on the front door frame 14 are inserted into these shafts, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.

[0027] A locking device 75 for locking the inner frame 13 and the front door frame 14 is disposed on the rotation tip side (right side in FIG. 5 ) of the inner frame base body 50. The locking device 75 extends vertically along the right end of the inner frame base body 50 (a vertical frame member described below) and has front door hook members 76 scattered along its length (vertical direction). The inner frame base body 50 is formed with slits corresponding to each of the front door hook members 76, allowing the hook receiving members 49 (see FIG. 3 ) provided on the back surface of the front door frame 14 to protrude toward the front side of the inner frame 13. The front door hook members 76 protruding through the slits are engaged with the hook receiving members 49 provided on the front door frame 14 in a one-to-one correspondence with each front door hook member 76, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 75 also has inner frame hook members 77 (see FIG. 4) that extend rearward from the inner frame 13. These inner frame hook members 77 are caught on hook receiving members 19 fixed to the outer frame 11, thereby locking the gaming machine main part 12 in a closed state relative to the outer frame 11.

[0028] A cylinder lock 78 is installed on the inner frame base body 50 (locking device 75) to unlock the locking device 75. The cylinder lock 78 is provided separately from the locking unit (each of the hook members 76, 77 and the interlocking rod, etc.) that constitutes the main part of the locking device 75, and is located adjacent to the locking unit. When the key inserted into the keyhole of the cylinder lock 78 is turned to the right (clockwise), the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 78 is turned to the left (counterclockwise), the inner frame 13 is unlocked from the outer frame 11.

[0029] A storage recess 51 for storing the game board unit 80 is formed in the center of the inner frame base body 50. The storage recess is recessed toward the rear of the gaming machine to match the outer shape of the game board unit 80, and the game board unit 80 is fitted into this storage recess 51 from the front of the gaming machine and fixed in place by a manual locking mechanism. A substantially rectangular window hole 52 is formed in the bottom of the storage recess 51, and the rear structure of the game board unit 80 (a rear block 80b described below) protrudes behind the inner frame 13 through this window hole 52. Note that almost the entire area of ​​this window hole 52 is covered from the front of the gaming machine by the game board unit 80 attached to the inner frame base body 50.

[0030] (Game board unit 80) The game board unit 80 is formed by integrating a game area forming body 80a, on the front of which is formed a game area PE through which game balls flow down, and a back block 80b, which is provided on the back side of the game area forming body 80a and on which various game components (for example, a variable display unit, a control device, a movable performance mechanism, luminous decorative members, etc.) described below are mounted on a base body 251. The game area forming body 80a is made of a transparent synthetic resin material, and the front portion of the back block 80b can be seen through the game area forming body 80a.

[0031] As already explained, the play area PE is covered by the glass unit 22 (specifically, the rear glass panel 23). The glass unit 22 is arranged so that the gap between the rear glass panel 23 and the front of the play area formation body 80a is slightly larger than the diameter of the play ball, i.e., so that the play balls flowing down the play area PE do not line up front and back at the same point in the play area PE. This prevents balls from clogging the play area PE.

[0032] The game board unit 80 (particularly the various components arranged in the game area PE of the game area formation body 80a) will be described below with reference to Figures 6 and 7. Figure 6 is a front view of the game board unit 80, and Figure 7 is a perspective view of the game board unit 80 as seen from behind.

[0033] The play area forming body 80a has multiple large and small openings that penetrate through its thickness (front-to-back direction). As shown in Figure 6, each opening is equipped with a general winning opening 81, a variable winning device 82, actuation openings 83a and 83b, a through gate 84, and the like. When game balls enter the general winning opening 81, the variable winning device 82, and the actuation openings 83a and 83b, they are detected by detection sensors (not shown) provided corresponding to each ball entry section, and based on the detection results, a bonus such as a predetermined number of prize balls (payout of game balls) is awarded to the player. In addition, an outlet 89 is provided at the bottom of the play area forming body 80a, and game balls that do not enter the various ball entry sections are discharged from the play area PE through the outlet 89. In the following explanation, in order to clearly distinguish from game balls entering the outlet 89, game balls entering the general winning port 81, variable winning device 82, and operating ports 83a, 83b will also be referred to as ``winning.''

[0034] Furthermore, in the game area forming body 80a, a large number of nail members 93 are planted to appropriately distribute and adjust the flow path of the game balls, and various members (apparatuses) such as a windmill 94 are also arranged. The flow path of the game balls is differentiated by the various configurations of these nail members 93, windmill 94, etc., and adjustments are made so that winning into the above-mentioned general winning hole 81, etc. occurs with an appropriate probability.

[0035] A central opening 85 is formed in the center of the game area forming body 80a, and a transparent opening cover 86 is attached so as to cover this central opening 85 from the back side of the game area forming body 80a. Behind this central opening 85, the variable display unit 252 and the like belonging to the back block 80b are positioned, and the variable display unit 252 and the like can be seen through the central opening 85 (opening cover 86) from the front of the game machine. For ease of explanation, in Figure 6, the opening cover 86 is shown by a two-dot chain line, showing a state in which the variable display unit 252 is visible.

[0036] Operating ports 83a, 83b, through gate 84, etc. are arranged around central opening 85. Operating ports 83a, 83b are composed of upper operating port 83a arranged below variable display unit 252 and lower operating port 83b arranged directly below upper operating port 83a. In particular, lower operating port (lottery trigger ball entry section) 83b is provided with an electric device 91 as an opening / closing type ball entry assist device (ball entry assist means) or opening / closing member (opening / closing means). Electric device 91 has a movable piece and a solenoid-type drive unit that drives the movable piece. By changing the position of the movable piece by the drive unit, it is possible to switch between an open state (assistance state) that allows ball entry into lower operating port 83b and a closed state (non-assistance state) that prevents ball entry. Note that the closed state of electric device 91 need only make it more difficult for balls to enter compared to the open state, and does not necessarily have to prevent ball entry.

[0037] The through gate 84 is located in the game area PE at a position upstream of the lower operating port 83b (more specifically, to the side of the variable display unit 252), and if a lottery triggered by the game ball passing through the through gate 84 is won, the electric device 91 will be switched from a closed state to an open state for a predetermined period of time.

[0038] When a ball lands in the upper actuation port 83a, three game balls are dispensed, and when a ball lands in the lower actuation port 83b, four game balls are dispensed, but the number of game balls dispensed is not limited to the above. However, for example, in order to increase the advantage of the lower actuation port 83b over the upper actuation port 83a, it is preferable to set the number of balls dispensed related to the lower actuation port 83b greater than the number of balls dispensed related to the upper actuation port 83a.

[0039] The variable prize-winning device (special ball-winning device or special ball-winning means) 82 has a large prize-winning opening that leads to the rear side of the play area formation body 80a, and is provided with an opening / closing door as an opening / closing member (opening / closing means) for opening and closing the large prize-winning opening. The opening / closing door can be switched between an open state (auxiliary state) that allows game balls to enter and a closed state (non-auxiliary state) that prevents game balls from entering. The opening / closing door is connected to a variable prize-winning drive unit (more specifically, a solenoid) provided on the rear side of the play area formation body 80a. Under normal circumstances, the opening / closing door remains closed, but is switched to an open state when an internal lottery results in a transition to an opening / closing execution mode (opening / closing execution state) (a jackpot: a transition to a special game state that is more advantageous to the player than the normal game state). The closed state of the opening / closing door need only make it more difficult for balls to enter compared to the open state; it does not necessarily have to prevent balls from entering.

[0040] The opening / closing execution mode is a mode that is entered when a jackpot is won. In the opening / closing execution mode, the variable winning device 82 is set to open in such a way that the door is repeatedly opened up to a maximum of multiple rounds (for example, 4, 8, or 16 rounds), with one round being defined as the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).

[0041] Here, a supplementary explanation will be given regarding the variable display unit 252. The variable display unit 252 has a pattern display device 253 that variably displays (variably displays) patterns in response to winning entries into the actuation ports 83a and 83b. The pattern display device 253 is configured as a liquid crystal display device with a liquid crystal display, and its display content is controlled by a display control device (described later). On the display screen 253a of the pattern display device 253, for example, patterns are displayed in a row at the top, middle, and bottom, and these patterns are variably displayed by scrolling left and right. When a jackpot is won, a predetermined combination of patterns (pattern combination) is displayed stationary on a preset pay line, and the game transitions to the opening / closing execution mode (special game state or jackpot). Note that the pattern display device 253 does not necessarily have to be a liquid crystal display device; it may be a dot matrix or 7-segment display device.

[0042] The play area forming body 80a is provided with a center frame 95 surrounding the central opening 85. The center frame 95 is fixed to the play area forming body 80a (more specifically, a plate body) from its front side, and in this fixed state, it stands upright from the front of the play area forming body 80a, so that the gap dimension between the center frame 95 and the glass unit 22 is configured to be smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the play area PE from colliding with the symbol display device 253, and the flow path of the game ball flowing down the play area PE is roughly divided into a route that bypasses the variable display unit 252 (more specifically, the center frame 95) from the right side and a route that bypasses it from the left side.

[0043] A stage section on which game balls can roll left and right is formed on the upper surface of the frame section constituting the lower part of the center frame 95. Game balls that flow in through inlets formed in the left and right frame sections of the center frame 95 are discharged onto the stage section through a warp passage also formed in the center frame 95. The stage section is configured so that game balls that reach the stage section can relatively easily flow into the upper operating port 83a, which contributes to increasing the player's attention to the movement of the game balls on the stage section. In this embodiment, as described above, the central opening 85 is covered with the transparent opening cover 86, and game balls that reach the stage section are restricted from moving toward the rear block 80b (variable display unit 252).

[0044] The actuation openings 83a, 83b are arranged at positions close to the central opening 85 (variable display unit 252). Since a win in the actuation openings 83a, 83b can trigger a transition to a special game state, it is thought that the player will pay attention to whether or not a win will occur in the actuation openings 83a, 83b, and also to the symbol display device 253 to determine whether or not a transition to a special game state will occur. Providing the actuation openings 83a, 83b close to the variable display unit 252 is a device to allow the player to focus their attention on the area around the variable display unit 252.

[0045] A game area partitioning member 99 is disposed at the right end of the game area forming body 80a (the rotating tip of the game board unit 80 described later), which partitions and forms the game area PE together with a guide rail 100 described later. A stopper member is disposed on the game area partitioning member 99, against which game balls flying along the main display unit 87 and the guide rail 100 collide. The stopper member is a buffer member disposed near the tip of the guide rail 100, and game balls that collide with the stopper member have their momentum weakened before flowing down the game area PE. In other words, the stopper member is endowed with a force-reducing function that weakens the momentum of the colliding game balls.

[0046] Here, we will provide additional explanation about the main display unit 87. The main display unit 87 is embedded in the game area partition member 99, and a part of it is positioned so as to face the glass unit 22. This facing part is provided with a main display section D on which predetermined pictures and the like are displayed. The main display unit 87 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is configured to be controlled by the main control device.

[0047] The main display unit D comprises an upper actuation port display unit UD that displays the result of a lottery based on a win at the upper actuation port 83a, and a lower actuation port display unit LD that displays the result of a lottery based on a win at the lower actuation port 83b. The upper actuation port display unit UD displays a varying pattern triggered by a win at the upper actuation port 83a, and the result of the varying display being stopped is displayed clearly as the result of the internal lottery based on a win at the upper actuation port 83a. If the result of the internal lottery based on a win at the upper actuation port 83a is a winning result corresponding to a transition to the opening / closing execution mode, the varying display is stopped on the upper actuation port display unit, and a predetermined pattern is displayed as the stopping result, and then the system transitions to the opening / closing execution mode.

[0048] In the lower operating port display unit LD, a winning entry into the lower operating port 83b is used as a trigger to display a varying pattern, and the result of the varying display stopping is the result of the internal lottery held based on the winning entry into the lower operating port 83b being clearly displayed. If the result of the internal lottery held based on the winning entry into the lower operating port 83b is a winning result corresponding to a jackpot, the varying display in the lower operating port display unit LD is stopped, a predetermined pattern is displayed as the stopping result, and then the mode is switched to the opening / closing execution mode according to the result.

[0049] Here, based on a win in either actuation port 83a, 83b, the variable display is initiated in the corresponding actuation port display unit UD, LD, and the picture corresponding to the lottery result is displayed in a static state. The period from when the picture remains statically displayed for a predetermined period (determined display time) (until the final display ends) corresponds to one game session. However, one game session is not limited to the above. For example, in a configuration in which a single display area is provided and variable display is performed in that single display area regardless of whether a win occurs in either actuation port 83a, 83b, one game session can also be defined as the period from when the variable display is initiated in that single display area, when the variable display stops with the predetermined stop result displayed, until the final display ends. The variable display of the pictures in each actuation port display unit UD, UL does not necessarily have to be initiated when the internal lottery based on a win in actuation port 83a, 83b is executed; it can also be configured to be initiated before the internal lottery based on a win in actuation port 83a, 83b is executed.

[0050] In addition to the above two display sections, the main display section D of the main display unit 87 is also provided with a through gate display section that displays the result of a lottery based on winning at the through gate 84. The through gate display section displays a varying pattern when a winning at the through gate 84 is triggered, and the result of the varying display is displayed as a result of the internal lottery conducted based on winning at the through gate 84. If the result of the internal lottery based on winning at the through gate 84 is a winning result that corresponds to a transition to the electric role opening state, the through gate display section displays a predetermined stop result, the variable display is stopped, and then the system transitions to the electric role opening state. In the electric role opening state, the electric role device 91 provided in the lower operating port 83b is opened in a predetermined manner.

[0051] Furthermore, in this embodiment, a configuration is adopted in which the number of times a game ball passes through the through gate 84 is reserved up to a maximum of four times, and the main display section D of the main display unit 87 is provided with a reserved number display section that displays the number of reserved balls.

[0052] The main display unit D described above can be seen from the front of the pachinko machine 10 through the glass unit 22 of the front door frame 14, and the game balls are prevented from moving in front of the main display unit D, ensuring visibility.

[0053] Referring again to Figure 5 to explain the configuration of the inner frame 13, below the game board unit 80 in the inner frame base body 50, there is provided a game ball launching mechanism 110 that launches game balls into the game area PE based on operation of the game ball launching handle 41.

[0054] (Game ball launching mechanism 110) The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls placed at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball delivery device 113 that supplies game balls to the launch waiting position, and a base plate 114 on which these various components 111 to 113 are mounted, and the base plate 114 is fixed to the inner frame base body 50, thereby making it integrated with the inner frame base body 50.

[0055] The launch rail 112 is fixed to the base plate 114 in an inclined state so as to slope upward toward the play area forming body 80a. The launch rail 112 is formed with a groove having a substantially V-shaped cross section, and is configured so that the front-to-rear position of the game ball is determined by fitting the game ball into the groove.

[0056] A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is disposed at a position near the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is disposed at a position further downstream than the ball stopper.

[0057] The solenoid 111 is electrically connected to a power supply / launch control device, which will be described later. Based on the output of an electrical signal from the power supply / launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the play area formation body 80a, more specifically, toward the guide rail 100 attached to the play area formation body 80a.

[0058] The guide rail 100, together with a play area partitioning member 99 fixed to the play area forming body 80a (specifically, the front surface of the plate), partitions the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 arranged facing each other with a gap larger than the diameter of the game ball between them, and these two rails 101, 102 partition and form a single guide passage 103. The guide passage 103 has an entrance section 104 that opens at the tip side (diagonally downward) of the launch rail 112 and an exit section 105 located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance section 104 → exit section 105). In addition, in the game area forming body 80a, a return prevention member 106 is attached to the tip of the exit portion 105, more specifically, near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.

[0059] Each of the rails 101, 102 that make up the guide rail 100 is arc-shaped with its center at approximately the center of the play area PE. For this reason, a game ball passing through the guide passage 103 is likely to move (slide or roll) along the outer rail 102, i.e., while remaining in contact with the outer rail 102, due to the centrifugal force generated within the game ball. In other words, when a game ball is launched so as to reach the play area PE, the area of ​​the guide passage 103 along the outer rail 102 essentially constitutes a passing area (passing path) through which the game ball passes, and the area along the inner rail 101 essentially constitutes an area through which the game ball does not pass.

[0060] 5, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the play area formation body 80a. In other words, the rails 100, 112 are arranged so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 are offset left and right near the lower edge of the play area formation body 80a. This brings the rails 100, 112 close to the lower edge of the play area formation body 80a, while forming a predetermined gap between the entrance portion 104 of the guide rail 100 and the launch rail 112.

[0061] A foul ball passage is disposed below the gap thus formed. The foul ball passage is integrally molded into the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage through the gap. The foul ball passage leads to the lower tray passage on the front door side, and game balls that enter the foul ball passage are discharged into the lower tray 34 shown in Figure 1. This reduces interference between the foul ball and the next game ball to be launched.

[0062] A rail cover 107 is provided at the left end of the play area forming body 80a so as to cover the outer rail 102 from the side. The game board unit 80 is often handled individually during manufacturing and maintenance work, and at this time the outer rail 102 may collide with the game machine or the like. The rail cover 107 is a component installed in consideration of such circumstances, and is endowed with a protective function to prevent the outer rail 102 from being deformed due to the above-mentioned factors and the like.

[0063] A through hole is formed in the inner frame base body 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the inner frame base body 50 in the front-to-rear direction, and a passageway forming member 121 is disposed in this through hole. The passageway forming member 121 is screwed to the inner frame base body 50 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 are connected to the game ball distribution section described below. In addition, the receiving portion of the passageway forming unit attached to the front door frame 14 fits below the passageway forming member 121, and the front door side upper tray passage is disposed below the main body side upper tray passage 122, and the front door side upper tray passage is disposed below the main body side lower tray passage 123.

[0064] An opening / closing member 124 that opens and closes the main body side upper tray passage 122 and the main body side lower tray passage 123 is attached below the passage forming member 121 on the inner frame base body 50. The opening / closing member 124 is biased to a forward position that closes the main body side upper tray passage 122 and the main body side lower tray passage 123, and when the front door frame 14 is opened, this biasing force causes each opening / closing member 124 to be in a closed state, preventing game balls from falling out of each passage 122, 123. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper tray passage 122 and the front door side upper tray passage are connected, and further, the main body side lower tray passage 123 and the front door side lower tray passage are connected.

[0065] Next, the rear structure of the inner frame 13 (the inner frame base body 50 and the game board unit 80) will be described with reference to Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.

[0066] As shown in Figure 8, a bearing fitting 132 is attached to the rotation base end side (right side in Figure 8) on the back surface of the inner frame base body 50. Bearing portions 133 are formed on the bearing fitting 132 at intervals above and below, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, a plurality of fixing levers 134 are provided on the back surface of the inner frame base body 50 for fixing the back pack unit 15 to the inner frame base body 50 in a closed state.

[0067] As already explained, a window hole 52 that penetrates the thickness of the inner frame base body 50 and is open to the back side of the inner frame base body 50 is formed in the bottom portion of the storage recess (game board storage section) 51 in the inner frame base body 50, and the window hole 52 is covered from the front side of the inner frame 13 by the game board unit 80 stored in the storage recess 51. Various components such as a control device are mounted on the back side of the game board unit 80 (rear block 80b), and these various components are exposed to the back side of the inner frame 13 through the window hole 52. Here, the configuration of the back side of the game board unit 80 will be explained.

[0068] As already explained, the back block 80b is attached to the back of the play area forming body 80a. The back block 80b has a substantially box-shaped base body 251 that is open on the play area forming body 80a side, and this base body 251 is fixed to the back of the play area forming body 80a, thereby integrating the play area forming body 80a and the back block 80b.

[0069] The front side of the base body 251 is an area for arranging movable performance mechanisms, luminous decorative components, etc., and the back side is an area for arranging a control device that controls these various components and the variable display unit 252 (pattern display device 253) mentioned above.

[0070] More specifically, a portion of the base body 251 protrudes from the rear side of the inner frame base body 50, and the above-mentioned pattern display device 253 (see FIG. 6) and a display control device for driving the pattern display device 253 are attached to the protruding portion. The pattern display device 253 and the display control device are stacked in the front-to-rear direction (thickness direction of the inner frame base body 50) so that the pattern display device is on the front side and the display control device is on the rear side. Furthermore, the notification / performance control device 140 is mounted on the rear part of the base body 251 so as to be located behind the display control device.

[0071] The notification and performance control device 140 is equipped with a notification and performance control board that controls audio output, lamp display, and display control of the display control device in accordance with instructions from the main control device described below, and the notification and performance control board is housed in a board box 141 made of a transparent resin material or the like.

[0072] A main control device unit 160 is provided below the notification / performance control device 140 so as to cover the base body 96 from behind. The main control device unit 160 has a mounting base 161 made of synthetic resin fixed to the back of the game board unit 80 (more specifically, the back block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function of managing the main control of the game (main control circuit) and a function of monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0073] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are unopenably connected by a box sealing part 164 as sealing means, thereby sealing the board box 163. A plurality of box sealing parts 164 are provided on the short sides of the board box 163, and at least one of them is used for sealing.

[0074] The box sealing unit 164 can be configured in any way as long as it securely connects the box base and box cover. However, the box base and box cover are securely connected by inserting a locking pin into a locking hole that constitutes the box sealing unit 164. The sealing process using the box sealing unit 164 prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized opening. Even after opening, the box can be resealed. That is, the sealing process is performed by inserting a locking pin into at least one locking hole among the multiple box sealing units 164. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the box sealing unit with the inserted locking pin and the main body of the board box 163 is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the box, a locking pin is inserted into another locking hole. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily detect that the board box 163 has been opened improperly by looking at the board box 163.

[0075] The board box 163 and the mounting base 161 are connected to each other in an unsealable manner by a base seal 165. More specifically, the base seal 165 has a locking hole and a locking pin, just like the box seal 164, and the board box 163 and the mounting base 161 are connected to each other in an unseparable manner by inserting the locking pin into the locking hole. This makes it easy to detect any unauthorized removal of the board box 163.

[0076] In the front part of the base body 251, in the part facing the lower back surface of the game area forming body 80a, there are formed recovery passages (not shown) that correspond to the game board openings of the general winning opening 81, the variable winning device 82, and the operating openings 83a and 83b and that gather in one place downstream. As a result, all game balls that have won in the general winning opening 81 etc. are configured to gather below the game board unit 80 via the recovery passages. In other words, the base body 251 is endowed with the function of collecting game balls that have won in the various winning openings.

[0077] A discharge passage, which will be described later, is arranged below the game board unit 80, and game balls that have gathered below the game board unit 80 are led into the discharge passage by a recovery passage. The outlet 89 also leads to the discharge passage, and game balls that have not won in any of the winning ports are led into the discharge passage via the outlet 89.

[0078] Furthermore, the base body 251 constituting the back block 80b is equipped with detection sensors for the above-mentioned ball entry sections, including a general entry port detection sensor that detects game balls that have entered the general entry port 81 and an actuation port detection sensor that detects game balls that have entered the actuation ports 83a and 83b, and these various detection sensors constitute a winning detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) are output from each detection sensor to the main control device 162.

[0079] Next, the back pack unit 15 will be described with reference to Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.

[0080] As shown in Figure 9, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201 as the main body of the rear pack unit 15, and a dispensing mechanism unit 202, a discharge passage panel and a control device assembly unit 204 are attached to the rear pack 201.

[0081] The back pack 201 is molded from a transparent synthetic resin, and as shown in Fig. 10, comprises a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover part 212 has a shape in which the left and right side surfaces and the top surface are closed and only the bottom surface is open, and is large enough to surround at least the variable display unit 252 (see Fig. 9).

[0082] An external output terminal board 213 is provided on the top of the base part 211. The external output terminal board 213 is provided with various output terminals, and these output terminals are connected to wiring WH1 that connects the gaming hall's management control device (hall computer HC) and the pachinko machine 10. Various signals output from the external output terminal board 213 (output terminals) of the pachinko machine 10 are transmitted to the hall computer HC via wiring WH1, and the hall computer HC is configured to grasp the state of the pachinko machine 10, the game status, etc. based on these various signals.

[0083] 10, the base portion 211 is provided with a pair of upper and lower latch pins 214 at the right end when viewed from the rear of the pachinko machine 10, and by inserting the latch pins 214 into the bearing portions 133 provided in the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. The base portion 211 is formed with a plurality of insertion portions through which fixed levers 134 provided in the inner frame 13 are inserted, and the back pack unit 15 is fixed to the inner frame 13 by abutting against the base portion 211 from behind with the fixed levers 134 inserted into the insertion portions.

[0084] A payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed on the top of the rear pack 201 and opens upward, and gaming balls supplied from the island facilities of the gaming hall are sequentially replenished to the tank 221. A tank rail 222 that gently slopes downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. Gaming balls paid out from the payout device 224 are supplied to a gaming ball distributor 225 provided on the base 211 of the rear pack 201 through a payout passage (not shown) provided downstream of the payout device 224.

[0085] The game ball distribution section 225 has the function of distributing game balls paid out from the payout device 224 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage 122 and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage 123 and front door side lower tray passage.

[0086] A discharge passage panel and control device aggregate unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel facing the control device aggregate unit 204, and the open part of the discharge passage is blocked by the control device aggregate unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.

[0087] The control device aggregate unit 204 has a horizontally long mounting base 241, and a payout control device 242 and a power supply / launch control device 243 are mounted on the mounting base 241. The payout control device 242 and the power supply / launch control device 243 are stacked one on top of the other in front of the other so that the payout control device 242 is at the rear of the pachinko machine 10.

[0088] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a board box 244, and a state return switch 245 provided on the dispensing control board protrudes outside the board box 244. For example, when the state return switch 245 is pressed in the event of a dispensing error such as a ball jam in the dispensing device 224, the ball jam is cleared.

[0089] The power supply and launch control device 243 has a power supply and launch control board housed in a board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. Specifically, it controls the drive of the solenoid 111 that constitutes the game ball launch mechanism 110 and the drive of the ball delivery device 113.

[0090] The power supply / launch control device 243 is also provided with a power switch 247. By operating the power switch 247, the power supply of the pachinko machine 10 can be switched between an on state (ON state) and a cut-off state (OFF state).

[0091] Here, this pachinko machine 10 has a function for storing various data, so that in the event of a power outage, the state at the time of the power outage is retained and the state at the time of power recovery can be restored. For example, if the power is cut off in the normal manner, such as when the game hall closes, the state before the power outage is stored and retained. On the other hand, if the power is turned on while pressing the RAM erase switch 166 provided on the main control unit 162, the RAM data is initialized.

[0092] These various switches can be operated from the front of the gaming machine by opening the main unit 12 (inner frame 13) of the gaming machine and exposing the back of the inner frame 13. On the other hand, when the opening of the main unit 12 of the gaming machine is restricted by the locking device 75, these various switches cannot be operated from the front of the gaming machine. In other words, the various switches are difficult to operate when the main unit 12 of the gaming machine is closed, making it difficult for someone who does not have the key for the locking device 75 (for example, a fraudster) to operate them from the front of the gaming machine.

[0093] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the blocks in FIG.

[0094] An MPU 402 is mounted on a main control board 401 provided in the main control device 162. The MPU 402 is an element incorporating a ROM 403 that stores various control programs and fixed value data executed by the MPU 402, a RAM 404 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 403 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. Note that some of the functions of the MPU 402, such as the functions of the ROM 403 and the RAM 404, may be configured to be provided as separate elements.

[0095] The MPU 402 is provided with an input port and an output port. The input side of the MPU 402 is connected to a power outage monitoring board 405, a dispensing control device 242, various detection sensors, and the like, which are provided in the main control device 162. The power outage monitoring board 405 is connected to the power supply / launch control device 243, and power is supplied to the MPU 402 via the power outage monitoring board 405.

[0096] As part of the various detection sensors, a ball entry detection sensor 391a that detects a ball (winning) into the general winning opening 81, a ball entry detection sensor 391b that detects a ball (winning) into the variable winning device 82, a ball entry detection sensor 391c that detects a ball (winning) into the upper operating opening 83a, a ball entry detection sensor 391d that detects a ball (winning) into the lower operating opening 83b, and a ball entry detection sensor 391e that detects a ball (winning) into the through gate 84 are connected, and a winning determination (ball entry determination) for each ball entry section is performed by the MPU 402 of the main control device 162. In addition, the MPU 402 executes a lottery for generating a jackpot based on winnings into the upper operating opening 83a and the lower operating opening 83b, and also executes a lottery for generating a support based on winnings into the through gate 84.

[0097] The output side of the MPU 402 is connected to the power outage monitoring board 405, the payout control device 242, and the notification / presentation control device 140. A prize ball command is output to the payout control device 242 based on the result of winning a prize ball into a prize-corresponding winning ball entry section, such as the above-mentioned actuation ports 83a and 83b. In this case, the command information storage area 425 of the ROM 403 is referenced when outputting the prize ball command. When a prize ball is entered into the general prize entry port 81, a prize ball command corresponding to the payout of 10 game balls is output. When a prize ball is entered into the variable prize entry device 82, a prize ball command corresponding to the payout of 15 game balls is output. When a prize ball is entered into the upper actuation port 83a, a prize ball command corresponding to the payout of 3 game balls is output. When a prize ball is entered into the lower actuation port 83b, a prize ball command corresponding to the payout of 4 game balls is output.

[0098] Various commands such as a variation start command, a type command, a variation end command, an opening command, and an ending command are output from the main control device 162 to the notification / performance control device 140. In this case, when outputting these various commands, the command information storage area 425 of the ROM 403 is referenced. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.

[0099] Also, connected to the output side of the MPU 402 are a variable winning drive unit that opens and closes the opening and closing body (for example, shutter member 88) of the variable winning device 82, an electric role drive unit that opens and closes the electric role 91 of the lower operating port 83b, and the main display unit 87. Various driver circuits are provided on the main control board 401, and the MPU 402 controls the drive of the various drive units through these driver circuits.

[0100] That is, in the opening / closing execution mode, the MPU 402 executes drive control of the variable winning drive unit so that the variable winning device 82 is opened or closed. Also, when the support lottery for the electric role device 91 is won, the MPU 402 executes drive control of the electric role device drive unit so that the electric role device 91 is opened or closed. Also, the MPU 402 executes display control of the main display part D of the main display unit 87.

[0101] Furthermore, an external output terminal board 213 is connected to the output side of the MPU 402, and information on balls entering various entry areas and lottery results such as jackpots is output to the management control device (hall computer HC) on the gaming hall side via this external output terminal board 213. This allows the hall computer HC to grasp the status of the pachinko machine 10, the game situation, etc.

[0102] The power failure monitoring board 405 relays between the main control board 401 and the power supply / launch control device 243, and is provided with a function to monitor the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 243. The payout control device 242 controls the payout of prize balls and loan balls by the payout device 224 based on the prize ball command input from the main control device 162.

[0103] The power supply and launch control device 243 is connected to a commercial power supply (external power supply) in, for example, an amusement facility, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for the main control board 401, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launch conditions are met.

[0104] The notification and performance control device 140 is provided with a notification and performance control board equipped with an MPU. The MPU has built-in ROM storing various control programs and fixed value data executed by the MPU, RAM, which is memory for temporarily storing various data when the control programs stored in the ROM are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM and RAM be integrated into a single chip for the MPU; they may each be integrated into a separate chip. The MPU of the notification and performance control device 140 drives and controls the lamp units 26-28 and speaker unit 29 provided on the front door frame 14, and also controls the display control device 410, based on various commands input from the main control device 162.

[0105] The display control device 410 executes display control of the symbol display device 253 based on commands input from the notification / performance control device 140. In this case, the notification / performance control device 140 determines the variable display mode of the symbols on the symbol display device 253 (for example, whether or not a reach has occurred and the contents of the reach performance, etc.) and the stopped display mode of the symbols (the type of symbol combination to be finally stopped and displayed when the variable display ends) based on various commands input from the main control device 162.

[0106] Here, the configuration related to the variable display of the symbols for each game and the contents of the variable display will be explained. In the following explanation, Figures 12 and 13 will be referred to as appropriate. Figures 12 and 13 are schematic diagrams for explaining the display contents on the display screen 253a of the symbol display device 253, and for the sake of convenience, the background image etc. displayed on the display screen 253a is omitted.

[0107] A character ROM is provided in the display control device 410. The character ROM stores in advance data for nine main symbols numbered "1" to "9" (see FIGS. 12(a) to (i)) and data for sub-symbols not numbered (see FIG. 12(j)).

[0108] As shown in Fig. 13(a), three symbol columns Z1, Z2, and Z3, namely, upper, middle, and lower columns, are set on the display screen 253a of the symbol display device 253. Each symbol column Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Then, on the display screen 253a, the symbols of each of these symbol columns Z1 to Z3 are displayed variably, scrolling periodically in a predetermined direction (specifically, from right to left).

[0109] In the upper pattern column Z1, nine main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol between each main symbol. In the lower pattern column Z3, nine main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper pattern column Z1 and the lower pattern column Z3 are composed of 18 symbols. In contrast, in the middle pattern column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, with one sub-symbol between each of these main symbols. In other words, the middle pattern column Z2 alone is composed of 10 main symbols, for a total of 20 symbols.

[0110] 13(b), the display screen 253a is configured so that three symbols are stopped and displayed for each symbol row, resulting in a total of nine symbols being stopped and displayed (3x3). Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen 253a. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2. When the variable display of all symbol rows Z1 to Z3 ends with a predetermined symbol combination (for example, a symbol combination with the same number) formed on any of the active lines, a jackpot animation is displayed, indicating the occurrence of a normal jackpot result or a probability jackpot result.

[0111] In addition, considering that the variable display of each pattern row is stopped as described above, the upper pattern row Z1 can be referred to as the first pattern row (or first picture row), the lower pattern row Z3 can be referred to as the second pattern row (or second picture row), and the middle pattern row Z2 can be referred to as the third pattern row (or third picture row).

[0112] Of the above main symbols, the odd-numbered symbols (1, 3, 5, 7, 9) correspond to "specific symbols," while the even-numbered symbols (2, 4, 6, 8) correspond to "non-specific symbols." When a special jackpot result is achieved, the same specific symbol combination or the same non-specific symbol combination is displayed. When a normal jackpot result is achieved, the same non-specific symbol combination is displayed.

[0113] The manner of displaying the varying patterns on the pattern display device 253 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the varying pattern display in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate. For example, multiple pattern rows may be set to be arranged horizontally, and the direction of the varying pattern display in the pattern rows may be set vertically.

[0114] A reserve display area is set below the display screen 253a, more specifically, below the variable display area ME composed of a variable display area for the upper symbol row, a variable display area for the middle symbol row, and a variable display area for the lower symbol row. The reserve display area is composed of a reserve number display area Da for the upper operation port, in which the same number of unit reserve display areas as the maximum number of reserved balls when a gaming ball enters the upper operation port 83a are displayed in sections aligned in the left-right direction and the same number of reserved images as the reserve information related to the upper operation port 83a can be displayed in the unit display area, a reserve number display area Db for the lower operation port, in which the same number of unit reserve display areas as the maximum number of reserved balls when a gaming ball enters the lower operation port 83b are displayed in sections aligned in the left-right direction and the same number of reserved images as the reserve information related to the lower operation port 83b can be displayed in the unit display area, and an execution target display area in which reserve images corresponding to the game round being executed in the variable display area ME can be displayed.

[0115] More specifically, when a gaming ball enters the upper operating port 83a, the maximum number of reserved balls is four, and corresponding to this, a first unit reserved display area, a second unit reserved display area, a third unit reserved display area, and a fourth unit reserved display area are set in the reserved number display area Da for the upper operating port. Also, when a gaming ball enters the lower operating port 83b, the maximum number of reserved balls is four, and corresponding to this, a first unit reserved display area, a second unit reserved display area, a third unit reserved display area, and a fourth unit reserved display area are set in the reserved number display area Db for the lower operating port.

[0116] For example, when the number of reserved balls when a game ball enters the upper actuation opening 83a is one, a predetermined reserved image is displayed only in the first unit reserved display area, and when the number of reserved balls when a game ball enters the upper actuation opening 83a is four, a predetermined reserved image is displayed in all of the first unit reserved display area to the fourth unit reserved display area. Figure 11 (b) illustrates an example where the number of reserved balls in the upper actuation opening 83a is three, and the number of reserved balls in the lower actuation opening 83b is two. In the following explanation, "reserved number" will also be simply referred to as "reserved number."

[0117] (About various counters) Next, the operation of the pachinko machine 10 configured as described above will be explained.

[0118] During play, the MPU 402 uses various counter information to perform a lottery for a jackpot occurrence, set the display of the main display unit 87 (main display section D), and set the symbol display of the symbol display device 253. Specifically, as shown in Fig. 14, the MPU 402 uses a hit random number counter C1 used to perform the lottery for a jackpot occurrence, a hit type counter C2 used to determine the type of jackpot, such as a probability variable jackpot result or a normal jackpot result, a reach random number counter C3 used to perform a reach lottery when the symbol display device 253 misses and changes, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a change type counter CS that determines the display time of the symbols on the operation port display sections UD and LD of the main display unit 87 and the display time of the symbols on the display screen 253a of the symbol display device 253 (the performance execution time including the temporary stop time, which will be described later). Furthermore, the MPU 402 uses an electric device release counter C4 used to perform a lottery for determining whether or not to open the electric device 91 of the lower operation port 83b.

[0119] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 431 set in a predetermined area of ​​RAM 404. RAM 404 is provided with a reserved ball storage area 432 consisting of an upper operating port reserved area Ra, a lower operating port reserved area Rb, an execution area AE, and a total reserved number storage area.

[0120] The reserved ball storage area 432 comprises a reserved area consisting of an upper actuation port reserved area Ra and a lower actuation port reserved area Rb, and an execution area AE. Each reserved area Ra, Rb comprises a first area, a second area, a third area, and a fourth area, and the numerical information of the winning random number counter C1, the winning type counter C2, and the reach random number counter C3 stored in the lottery counter buffer 431 according to the winning history of the upper actuation port 83a or the lower actuation port 83b is stored in one of the first to fourth areas as the reserved information described above. Note that this reserved information corresponds to special information.

[0121] In this case, when multiple consecutive wins occur at the upper actuation port 83a or the lower actuation port 83b, the numerical information is stored in the first to fourth areas in chronological order: first area → second area → third area → fourth area. By providing four areas in this manner, up to four winning ball records for the upper actuation port 83a or the lower actuation port 83b can be reserved and stored. Furthermore, reserved ball storage area 432 is provided with a total reserved number storage area, which stores information for specifying the number of winning ball records reserved and stored at the upper actuation port 83a or the lower actuation port 83b.

[0122] The execution area AE is an area for moving the values ​​stored in the first area of ​​the reserve area when the display of changing patterns begins on the operating port display sections UD and LD of the main display unit 87, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0123] Regarding each counter in detail, the winning random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to 0 after reaching a maximum value (i.e., 599). In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated and stored in the reserved ball storage area 432 of RAM 404 when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b. More specifically, when a gaming ball enters the upper actuation port 83a, it is stored in the upper actuation port retaining area Ra of RAM 404, and when a gaming ball enters the lower actuation port 83b, it is stored in the lower actuation port retaining area Rb of RAM 404.

[0124] The value of the random number that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 421, which serves as win / loss information group storage means in ROM 403. As shown in Fig. 15, a win / loss table for a low probability mode (low probability win / loss information group) and a win / loss table for a high probability mode (high probability win / loss information group) are set as the win / loss table. In other words, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as the lottery modes in the win / loss lottery means.

[0125] In a gaming state where the low-probability mode hit / miss table (Figure 15(a)) is referenced in the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are three: "7," "307," and "507." In other words, of the values ​​of the hit random number counter C1 from "0 to 599," "7," "307," and "507" correspond to jackpot results. On the other hand, in a gaming state where the high-probability mode hit / miss table (Figure 15(b)) is referenced in the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are 30: "7," "36," "107," "307," "407," "507," and "598." In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "36", "107", "307", "407", "507", and "598" correspond to the jackpot results. Incidentally, as long as the probability of winning is higher in the high probability mode than in the low probability mode, the number and value of the random numbers that result in the winning are arbitrary.

[0126] In each lottery mode, any random number value other than that which results in a jackpot win will result in a losing lottery result.

[0127] The winning type counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). Here, in this embodiment, a plurality of jackpot results are set. These plurality of jackpot results are differentiated by two conditions: (1) a lottery mode in the winning / losing lottery means after the opening / closing execution mode ends, and (2) a support mode by the electric accessory 91 after the opening / closing execution mode ends.

[0128] The support modes provided by the electric device 91 attached to the lower operating port 83b are set to a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) so that the frequency with which the electric device 91 of the lower operating port 83b opens per unit time is relatively high or low when compared in a situation where game balls are continuously being released in a similar manner into the game area PE.

[0129] Specifically, the probability of winning the electric role opening state in the electric role opening lottery using the electric role opening counter C4 is the same in the low-frequency support mode and the high-frequency support mode, but the number of times the electric role 91 is opened when the electric role opening state is won is set to be more in the high-frequency support mode than in the low-frequency support mode, and the opening time for each opening is set to be longer. In this case, when the electric role opening state is won in the high-frequency support mode and the electric role 91 is opened multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening. Furthermore, the minimum time ensured between one electric role opening lottery and the next electric role opening lottery is set to be shorter in the high-frequency support mode than in the low-frequency support mode.

[0130] As described above, in the high-frequency support mode, the probability of winning at the lower actuation port 83b is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning at the upper actuation port 83a is higher than that at the lower actuation port 83b, but in the high-frequency support mode, the probability of winning at the lower actuation port 83b is higher than that at the upper actuation port 83a. When a win at the lower actuation port 83b occurs, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play without losing too many balls.

[0131] Note that the specific configuration for making the high-frequency support mode more frequently than the low-frequency support mode to enter the electric role open state per unit time is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role open state in the electric role open lottery. Furthermore, the high-frequency support mode and the low-frequency support mode may be set by making any one condition or any combination of conditions out of the number of times, open time, and winning probability different.

[0132] The win type counter C2 is updated periodically, and when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b, it is stored in the reserved ball storage area 432 of the RAM 404. More specifically, when a gaming ball enters the upper actuation port 83a, it is stored in the upper actuation port reserved area Ra of the RAM 404, and when a gaming ball enters the lower actuation port 83b, it is stored in the lower actuation port reserved area Rb of the RAM 404.

[0133] The allocation destination of the game result for the winning type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 422 serving as an allocation information group storage means in the ROM 403. The contents of the allocation table will now be explained using the schematic diagram of Fig. 16. As the allocation table, an allocation table (first allocation information group) for the upper operating port shown in Fig. 16(a) and an allocation table (second allocation information group) for the lower operating port shown in Fig. 16(b) are set.

[0134] In the distribution table for the upper operation port, the following are set as distribution destinations for game results: 8R probability variable jackpot result (high probability corresponding special game result), 8R normal jackpot result (low probability corresponding special game result), 4R probability variable jackpot result (high probability corresponding game result), 4R normal jackpot result (low probability corresponding game result). Specifically, in the distribution table for the upper operation port, of the values ​​of the hit type counter C2 of "0 to 29", "0 to 8" corresponds to an 8R probability variable jackpot result, "9 to 14" corresponds to an 8R normal jackpot result, "15 to 23" corresponds to a 4R probability variable jackpot result, and "24 to 29" corresponds to a 4R normal jackpot result.

[0135] In the distribution table for the lower operation port, the following game result distribution destinations are set: 16R probability variable jackpot result (high probability corresponding special game result), 8R probability variable jackpot result (high probability corresponding special game result), 8R normal jackpot result (low probability corresponding special game result), 4R probability variable jackpot result (high probability corresponding game result), 4R normal jackpot result (low probability corresponding game result). Specifically, in the distribution table for the lower operation port, of the values ​​of the hit type counter C2 of "0 to 29", "0 to 5" corresponds to a 16R probability variable jackpot result, "6 to 11" corresponds to an 8R probability variable jackpot result, "12 to 17" corresponds to an 8R normal jackpot result, "18 to 23" corresponds to a 4R probability variable jackpot result, and "24 to 29" corresponds to a 4R normal jackpot result.

[0136] The 16R, 8R, and 4R probability variable jackpot results are jackpot results in which the lottery mode becomes the high probability mode and the support mode becomes the high frequency support mode after the opening / closing execution mode ends. As shown in Figure 16(c), this high frequency support mode continues until the next jackpot result occurs, and then transitions to the low frequency support mode when the opening / closing execution mode begins.

[0137] The 8R normal jackpot result and the 4R normal jackpot result are jackpot results in which the lottery mode becomes the low-probability mode and the support mode becomes the high-frequency support mode after the opening / closing execution mode ends. However, as shown in FIG. 16(c), this high-frequency support mode ends when the number of games played during the high-frequency support mode reaches the termination reference number or when a jackpot result occurs before the termination reference number is reached (specifically, when the opening / closing execution mode is initiated), and the game transitions to the low-frequency support mode. The termination reference number is set to one of five values: 10, 20, 30, 50, or 100. In this embodiment, the termination reference number is not specified, hiding the timing of the high-frequency support mode termination, making it difficult to determine how long the high-frequency support mode will continue. This is a design to prevent monotony in gameplay in the high-frequency support mode.

[0138] Incidentally, as described above, in some cases where a probability variable jackpot result is obtained, the same symbol combination as that of a normal jackpot result is displayed as a final stop (confirmed display) on the display screen 253a, making it difficult to distinguish whether it is normal or probability variable. However, if the high frequency support mode continues for more than 100 times, it becomes clear from the behavior of the electric device 91 that it is in the high frequency support mode based on the probability variable jackpot result.

[0139] The reach random number counter C3 is configured to be incremented by one in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 432 of the RAM 404 at the timing when a gaming ball enters the upper actuation port 83a or the lower actuation port 83b. More specifically, the reach random number counter C3 is stored in the upper actuation port reserve area Ra of the RAM 404 at the timing when a gaming ball enters the upper actuation port 83a, and is stored in the lower actuation port reserve area Rb of the RAM 404 at the timing when a gaming ball enters the lower actuation port 83b. Whether or not a reach will occur is determined based on the reach table stored in the reach table storage area of ​​the ROM 403.

[0140] However, in a game that transitions to the open / close execution mode, the MPU 402 determines whether a reach has occurred regardless of the value of the reach random number counter C3. The number of the reach random number counter C3 corresponding to the occurrence of the reach display is the same in each game state, but may be set individually depending on the game state. For example, a configuration may be adopted in which the number of the reach random number counter C3 corresponding to the occurrence of the reach display is set to be larger when the support mode is the high frequency support mode than when it is the low frequency support mode.

[0141] Here, the term "reach display" (reach state) refers to a display state that makes a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display of the pattern (picture) has started on the pattern display device 253 (display screen 253a) that is capable of performing variable display (or variably display) of the pattern (picture), and in a game where the game result corresponds to the open / close execution mode, the stop display result after the variable display can be a special display result, from the stage where the variable display (or variably display) of the pattern (picture) on the pattern display device 253 has started to the stage where the stop display result is derived and displayed.

[0142] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen 253a of the pattern display device 253 in a stopped state, a reach pattern combination that may result in a pattern combination corresponding to the occurrence of the open / close execution mode is displayed, and in that state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0143] More specifically, as a preliminary step to terminating the display of the changing patterns, a reach line is formed by stopping and displaying a reach pattern combination that has the possibility of forming a pattern combination corresponding to the occurrence of the open / close execution mode on a pre-set effective line in the display screen 253a of the pattern display device 253, and the changing patterns are displayed using the final stopped pattern sequence under the circumstances where the reach line is formed.

[0144] To explain the display contents on the display screen 253a in more detail, first the variable display of the symbols in the upper symbol row is finished, and then when the variable display of the symbols in the lower symbol row is finished, a ready-to-win line is formed by the main symbols with numbers that make up a winning symbol combination being displayed still on one of the active lines, and when this ready-to-win line is formed, the variable display of the symbols in the middle symbol row is performed, resulting in a ready-to-win display. Then, when a jackpot occurs, the main symbols that form the ready-to-win line and the main symbols with numbers that make up the winning symbol combination are displayed still on the ready-to-win line, and the variable display of the symbols in the middle symbol row is finished.

[0145] Further, the reach display includes a method of performing a reach effect by displaying a variable display of symbols in the remaining symbol rows while displaying predetermined characters or the like as a moving image on the background screen while displaying a reach effect as described above, and a method of performing a reach effect by displaying a reduced-size display of the reach symbol combination or not displaying it, and then displaying predetermined characters or the like as a moving image on substantially the entire display screen 253a. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0146] The fluctuation type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The fluctuation type counter CS is used by the MPU 402 to determine the fluctuation display time in the upper actuation port display section and the lower actuation port display section of the main display unit 87 (main display section D), and the fluctuation display time of the pattern in the pattern display device 253. The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time in the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the upper actuation port display section and the lower actuation port display section, and at the start of the pattern fluctuation by the pattern display device 253.

[0147] The electric accessory opening counter C4 is configured to be incremented by one in sequence within a range of, for example, 0 to 250, and to return to 0 after reaching a maximum value (i.e., 250). The electric accessory opening counter C4 is periodically updated, and is stored in the electric accessory reserve area 433 of the RAM 404 at the timing when a gaming ball enters the through gate 84. Then, at a predetermined timing, a lottery is held based on the value of the stored electric accessory opening counter C4 to determine whether or not to control the electric accessory 91 of the lower operating port 83b to an open state. For example, if C4 = 0 to 190, the electric accessory 91 is controlled to an open state, and if C4 = 191 to 250, the electric accessory 91 is not controlled to an open state.

[0148] As already explained, the MPU 402 determines the variable display time in the upper operation port display section and the lower operation port display section using at least the buffer value of the variable type counter CS, and in making this determination, it uses the variable display time table storage area 423 of the ROM 403. Also, the MPU 402 determines the stop results in the upper operation port display section and the lower operation port display section using the value of the win random number counter C1 and the value of the win type counter C2 stored in the execution area AE, and in making this determination, it uses the stop result table storage area 424 of the ROM 403.

[0149] (Regarding various processes executed by the main control device 162) Next, we will explain the timer interrupt processing and normal processing that are executed when the game progresses by the MPU 402 in the main control device 162. In addition to the timer interrupt processing and normal processing, the MPU 402 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these various types of processing here.

[0150] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart in Fig. 17. This process is started by the MPU 402 periodically (for example, every 2 msec).

[0151] In step S101, the CPU 162 executes a process of reading the status of each of the winning detection sensors (for example, the above-mentioned detection sensors 391a to 391e). That is, the CPU 162 reads the status of each of the winning detection sensors connected to the main control device 162, determines the status of the winning detection sensor, and stores the detection information (winning detection information).

[0152] Thereafter, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 404.

[0153] In the next step S103, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​RAM 404.

[0154] In the following step S104, a winning process for through is executed in response to a win at the through gate 84. In the winning process for through, it is determined whether or not a winning detection flag for through gate is stored in the various flag storage area 435 of the RAM 404, and if this flag is stored, the value of the electric role release counter C4 updated in step S103 is stored in the electric role reserve area, provided that the number of reserved roles stored in the electric role reserve area 433 is less than 4. Then, if a winning detection flag for through gate is stored in the various flag storage area 435, the winning detection flag is erased and the winning process for the through gate is terminated.

[0155] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where the winning process for the operating port associated with winning at the operating port 83a, 83b is executed, and the timer interrupt process is terminated.

[0156] (Winning process for operating port) Here, the winning process for the operating port will be explained with reference to the flowcharts of FIGS.

[0157] In step S201, it is determined whether the gaming ball has entered the upper operating port 83a (winning). If it is determined that the gaming ball has entered the upper operating port 83a, the process proceeds to step S202, and a winning ball command is set in the payout control device 242 to pay out three gaming balls.

[0158] In the following step S203, an external signal setting process is performed to output a signal to the hall computer HC in the gaming hall indicating that a gaming ball has entered the upper actuation port 83a. This allows the hall computer HC to understand that a ball has entered the upper actuation port 83a. In the following step S204, a value corresponding to the upper actuation port 83a is read from the reserve number storage area, and this value is set as the start reserve memory number RaN reserved and stored in the reserve area Ra (hereinafter also referred to as the upper actuation port reserve memory number RaN). Thereafter, in step S205, an information acquisition process is performed to store the values ​​of the win random number counter C1, win type counter C2, etc., and this winning process is terminated.

[0159] On the other hand, if it is determined in step S201 that the gaming ball has not entered the upper actuation port 83a, the process proceeds to step S206. In step S206, it is determined whether the gaming ball has entered (won) the lower actuation port 83b. If it is determined that the gaming ball has entered the lower actuation port 83b, the process proceeds to step S207, where a prize ball command is set to the payout control device 242 to pay out four gaming balls. The prize ball command set in steps S202 and S207 is sent to the payout control device 242 in external output processing S401 of the normal processing, which will be described later.

[0160] In the following step S208, an external signal setting process is performed to output a signal to the hall computer HC in the gaming hall indicating that a gaming ball has entered the lower actuation port 83b. This allows the hall computer HC to understand that a ball has entered the lower actuation port 83b. In the following step S209, a value corresponding to the lower actuation port 83b is read from the reserve number storage area, and this value is set as the start reserve memory number RbN reserved and stored in the reserve area Rb (hereinafter also referred to as the lower actuation port reserve memory number RbN). Thereafter, in step S205, an information acquisition process is performed to store the values ​​of the win random number counter C1, win type counter C2, etc., and this winning process is terminated.

[0161] If a negative judgment is made in both steps S201 and S206, that is, if no ball has entered either the upper operating port 83a or the lower operating port 83b, the winning process is terminated.

[0162] Here, the information acquisition process in step S205 will be described with reference to FIG.

[0163] (Information acquisition processing) In the information acquisition process, first in step S301, it is determined whether the number of activated pending memories N stored in the pending number memory area of ​​the reserved ball storage area 432, more specifically, the number of activated pending memories N (RaN or RbN described above) relating to the ball entry section that triggered the information acquisition process among the upper actuation port 83a and the lower actuation port 83b, is less than the upper limit ("4" in this embodiment). If the number of activated pending memories N is the upper limit, the information acquisition process is terminated as is, and if it is less than the upper limit, in step S302 the number of activated pending memories N of the corresponding actuation port is incremented by 1, and in step S303 the total number of reserved memories (hereinafter referred to as the common reserved number CRN) stored in the reserved number memory area is incremented by 1.

[0164] In the following step S304, the values ​​of the hit random number counter C1, hit type counter C2, reach random number counter C3 and variable type counter CS updated in step S103 above are stored in the first memory area among the free memory areas in the holding area RE for the operating port, i.e., the memory area corresponding to the common holding number CRN incremented by 1 in step S302 above.

[0165] In other words, when the start pending memory number RaN for the upper operating port is set, the values ​​of the hit random number counter C1, hit type counter C2, reach random number counter C3 and fluctuation type counter CS updated in step S103 are stored in the first memory area among the empty memory areas in the holding area Ra for the upper operating port, i.e., the holding area Ra corresponding to the start pending memory number RaN for the upper operating port incremented by 1 in step S302.

[0166] In addition, if the start pending memory number RbN for the lower operating port is set, the values ​​of the hit random number counter C1, hit type counter C2, and reach random number counter C3 updated in step S103 above are stored in the first memory area among the empty memory areas in the holding area Rb for the lower operating port, i.e., the holding area Rb corresponding to the start pending memory number RbN for the lower operating port incremented by 1 in step S302 above.

[0167] After storing the reserved information, the process proceeds to step S305. In step S305, a display update process is executed for the reserved number display section of the main display unit 87. In the display update process, if the current ball entry destination (winning destination) is the upper operating port 83a, the display of the reserved number display section for the upper operating port is updated, and if the current ball entry destination (winning destination) is the lower operating port 83b, the display of the reserved number display section for the lower operating port is updated.

[0168] Each reserved number display unit is made up of four LEDs, and the number of LEDs lit in the reserved number display unit matches the reserved number related to the upper actuation port 83a and the reserved number related to the lower actuation port 83b. If the reserved number related to the upper actuation port 83a increases due to the current win, the number of LEDs lit in the reserved number display unit for the upper actuation port is increased accordingly, and if the reserved number related to the lower actuation port 83b increases, the number of LEDs lit in the reserved number display unit for the lower actuation port is increased accordingly.

[0169] In the following steps S306 and S307, the notification / performance control device 140 and the display control device 410, which are the sub-side (auxiliary) control devices, are made to recognize that a win has occurred in the actuation ports 83a and 83b, and a confirmation process for the hold notice and a hold command setting process, which are processes for executing the hold notice described below, are executed, and this information acquisition process is terminated. Note that the hold command includes information as to which of the upper actuation port 83a and the lower actuation port 83b the win is based on.

[0170] The pending command set in the pending command setting process in step S307 is transmitted to the notification / performance control device 140 and the display control device 410 in the external output process (step S401) of the normal process, which will be described later.

[0171] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 20. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S401 to S406 is executed as a regular processing at a cycle of 4 msec, and the counter update processing of steps S408 and S409 is executed in the remaining time.

[0172] In normal processing, first, an external signal output process is executed in step S401. In the external signal output process in step S401, output data such as commands set in the timer interrupt process or the previous normal processing is sent to each control device on the sub-side and the hall computer HC.

[0173] Specifically, it determines whether or not there is a prize ball command, and if a prize ball command is set, it transmits it to the payout control device 242. Also, if various commands such as performance commands such as a fluctuation start command, a type command, a fluctuation end command, a hold command, or a shift command (described later) are set, it transmits them to the notification / performance control device 140.

[0174] Further, as will be described in more detail later, for example, each time the display of the changing pattern is completed on the operating port display units UD and LD of the main display unit D, an external signal indicating that the pattern has been confirmed is output to the hall computer HC, and when in the opening / closing execution mode, an external signal indicating that the opening / closing execution mode is in effect is output to the hall computer HC, and when in the high frequency support mode, an external signal indicating that the high frequency support mode is in effect is output to the hall computer HC.

[0175] Next, in step S402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 404.

[0176] In the next step S403, a game control process is executed to control the game in each game. In this game control process, a jackpot determination is made, the variable display of the symbols by the symbol display device 253 is set, and the display of the main display unit 87 is controlled.

[0177] After executing the game count control process in step S403, the process proceeds to step S404, where a game state transition process is executed. As will be described in detail later, this game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game count control process in step S403 and the game state transition process in step S404 will be described later.

[0178] In the following step S405, an electric role support process is executed to drive and control the electric role 91 provided next to the lower operating port 83b. In this electric role support process, an electric role release lottery is executed to determine whether or not the electric role 91 is to be opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area 433 of the RAM 404, and if the electric role open state is selected, an opening and closing process of the electric role 91 is executed. In addition, display control of the through gate display unit in the main display unit D is performed so as to inform the result of the electric role release lottery.

[0179] As already explained, the support modes provided by the electric role device 91 are set to a low-frequency support mode and a high-frequency support mode, and a transition to either support mode is made in the game state transition process. If a high-frequency support flag is set in the various flag storage area 435 of the RAM 404 after this process, the mode becomes the high-frequency support mode, and if the flag is not set, the mode becomes the low-frequency support mode.

[0180] In the electric role support processing, whether or not the high frequency support mode is in effect is determined by determining whether or not a high frequency support flag is set in the various flag storage area 435 of the RAM 404. Then, in the high frequency support mode, when the electric role open state is won, the number of times that the electric role device 91 is in the open state is set to be more than in the low frequency support mode, and the opening time for each time is set to be longer. Also, in the high frequency support mode, when the electric role open state is won and the open state of the electric role device 91 occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for each time.

[0181] Incidentally, when the mode is switched to the open / close execution mode, even if the high frequency support flag is set in the various flag storage area 435 of the RAM 404, the support mode is forcibly set to the low frequency support mode.

[0182] Then, in step S406, a game ball launch control process is executed. In the game ball launch control process, the solenoid 111 of the game ball launch mechanism 110 is excited once every predetermined interval (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply / launch control device 243. This causes the game ball to be launched toward the play area PE.

[0183] In the next step S407, it is determined whether the timing for executing the next normal process has arrived, that is, whether one period (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, during the remaining time until the timing for executing the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0184] That is, in step S408, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM 404. Also, in step S409, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM 404.

[0185] Since the execution time of each process of steps S401 to S406 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0186] (Game control processing) Next, the game number control process in step S403 will be described with reference to the flowcharts in FIGS.

[0187] In the game number control process, first, as shown in the flowchart of Fig. 21, it is determined in step S501 whether or not the opening and closing execution mode is in effect. If the opening and closing execution mode is in effect, the game number control process is terminated without executing the processes from step S502 onwards, i.e., the game number start process in steps S503 to S505 and the game number progress process in steps S506 to S509.

[0188] If the opening / closing execution mode is not in effect, it is determined in step S502 whether a game is in progress. Specifically, it is determined whether the operating port display sections UD and LD of the main display unit 87 are displaying a variable value or a fixed value. If a game is not in progress, the process proceeds to the game start process in steps S503 to S505. In the game start process, first in step S503, it is determined whether the total number of start reserved balls (common reserved number CRN) is "0". If the common reserved number CRN is "0", this means that no reserved information is stored in the reserved ball storage area 432. Therefore, the game control process is terminated as is.

[0189] On the other hand, if the common reserve number CRN is not "0", in step S504, a data setting process is executed to set the data stored in the reserve area RE of the reserve ball storage area 432 for variable display, and then in step S505, a variable start process is executed to start the variable display of the operating port display section in the main display unit 87 and the variable display of the pattern display device 253, and then this game round control process is terminated.

[0190] Here, the data setting process in step S504 and the fluctuation start process in step S505 will be described in detail. First, the data setting process in step S504 will be described with reference to the flowchart in FIG.

[0191] (Data setting process) In the data setting process, first, in step S601, the activation pending memory count N stored in the pending number memory area, which is the target of this setting process, and the common pending count CRN are decremented by 1. Then, it is determined whether the number of pending information stored in the lower actuation port pending area Rb (see FIG. 14), i.e., the activation pending memory count N (lower actuation port pending memory count RbN), is "0". If the lower actuation port pending memory count RbN is "0", data setting process related to the upper actuation port display unit UD is executed, and if the lower actuation port pending memory count RbN is not "0", data setting process related to the lower actuation port display unit LD is executed.

[0192] Here, as already explained, the case where the data setting process is executed is when the common hold number is 1 or more. In this case, the data setting process determines whether the hold memory number RbN for the lower actuation port is "0," and if it is not "0," that is, if hold information for variable display is stored for the lower actuation port display unit LD, the data stored in the hold area Rb for the lower actuation port is moved to the execution area AE for variable display, regardless of whether the number of hold information held and stored in the hold area Ra for the upper actuation port (see FIG. 14), that is, the operation hold memory number N (hold memory number RaN for the upper actuation port), is 1 or more. That is, in step S602, if hold information is stored in both the hold area Ra for the upper actuation port and the hold area Rb for the lower actuation port, the hold information corresponding to the lower actuation port 83b is given priority.

[0193] In the next step S603, for either the upper actuation port reserve area Ra or the lower actuation port reserve area Rb in which the data moved to the execution area AE was stored, the data stored in the first to fourth areas is shifted sequentially to the lower area side. As a result, for example, as the data in the first area is moved to the execution area AE, the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on.

[0194] In the following step S604, a shift command is set, which is information for making the notification / performance control device 140 recognize that the data in the reserved areas Ra and Rb has been shifted. After that, this data setting process ends. The shift command set in step S604 is transmitted to the notification / performance control device 140 in step S401 of the normal process (FIG. 20). Then, this shift command is transmitted to the display control device 410 via the notification / performance control device 140.

[0195] (Fluctuation start processing) Next, the fluctuation start process in step S505 will be described with reference to the flowchart in FIG.

[0196] In the variation start process, first, in step S701, a win / loss determination process is executed to determine whether the reserved information referenced in this variation start process corresponds to a jackpot win. Specifically, information for jackpot determination among the information stored in the execution area AE, i.e., information obtained from the win random number counter C1, is grasped. Then, if the win / loss lottery mode is the low probability mode, the win / loss table for the low probability mode stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the grasped information is included in the information corresponding to a jackpot win. If the win / loss lottery mode is the high probability mode, the win / loss table for the high probability mode stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the grasped information is included in the information corresponding to a jackpot win.

[0197] In the next step S702, it is determined whether the result of the win / loss determination process in step S701 corresponds to a jackpot win. If the result corresponds to a jackpot win, a type determination process is executed in step S703.

[0198] In the type determination process, the type determination information stored in the execution area AE, i.e., the information obtained from the win type counter C2, is identified. Also, by referring to the allocation table stored in the allocation table storage area 422 of the ROM 403, it is determined whether the identified type determination information is included in the information corresponding to the probability variable jackpot result. In more detail, if the reserved information corresponds to a ball entering the upper actuation port 83a, the allocation table for the upper actuation port 83a is referenced, and if the reserved information corresponds to a ball entering the lower actuation port 83b, the allocation table for the lower actuation port 83b is referenced to determine the type.

[0199] In the following step S704, it is determined whether the type of the current jackpot win is a variable probability jackpot result (16R variable probability jackpot result, 8R variable probability jackpot result, 4R variable probability jackpot result) based on the information identified in the type determination process in step S703. If it is a variable probability jackpot result, a stop result setting process for a variable probability jackpot is executed in step S705, and if it is not a variable probability jackpot result, a stop result setting process for a normal jackpot is executed in step S706. Also, if it is determined in step S702 that the jackpot win is not a win, a stop result setting process for a miss is executed in step S707.

[0200] In addition, the probability variable jackpot result is roughly divided into a 16R probability variable jackpot result, an 8R probability variable jackpot result, and a 4R probability variable jackpot result. In the processing of step S705, in the case of a 16R probability variable jackpot result, a stop result setting process corresponding to the 16R probability variable jackpot result is performed, in the case of an 8R probability variable jackpot result, a stop result setting process corresponding to the 8R probability variable jackpot result is performed, and in the case of a 4R probability variable jackpot result, a stop result setting process corresponding to the 4R probability variable jackpot result is performed. In addition, the normal jackpot result is roughly divided into an 8R normal jackpot result and a 4R normal jackpot result. In the processing of step S706, in the case of an 8R normal jackpot result, a stop result setting process corresponding to the 8R normal jackpot result is performed, and in the case of a 4R normal jackpot result, a stop result setting process corresponding to the 4R normal jackpot result is performed.

[0201] In the stop result setting process of steps S705 to S707, information on the type of the picture to be finally stopped and displayed on the main display unit 87 is identified by referring to the stop result table stored in the stop result table storage area 424 of the ROM 403, and the identified information is stored in the RAM 404. Also, in steps S705 and S706, information for the MPU 402 to identify whether the win / loss determination result of the current game round is a probability variable jackpot result or a normal jackpot result is stored in the various flag storage area 435 of the RAM 404. Specifically, in step S705, one of a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, and a 4R probability variable jackpot flag is stored, and in step S706, one of an 8R normal jackpot flag and a 4R normal jackpot flag is stored.

[0202] After executing any one of the processes in steps S705 to S707, a process for setting the variable display time is executed in step S708.

[0203] (Setting process for variable display time) 24(a), in the process of setting the variable display time, first, in step S801, it is determined whether or not the above-mentioned winning / losing lottery has been won. Specifically, it is determined whether or not any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, 4R probability variable jackpot flag, 8R normal jackpot flag, and 4R normal jackpot flag is stored in the various flag storage area 435 of RAM 404.

[0204] If a negative determination is made in step S801, that is, if the result of the win / lose lottery is a loss, the process proceeds to step S802. In step S802, it is determined whether or not a reach display will occur on the symbol display device 253 in the current game round. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, a positive determination is made in step S802, indicating that a reach display has occurred. When determining whether or not a reach has occurred using the value of the reach random number counter C3, a reach determination table stored in the reach determination table storage area of ​​the ROM 403 is referenced.

[0205] If a positive determination is made in either step S801 or step S802, the process proceeds to step S803, where the variable display time table for reach occurrence stored in the variable display time table storage area 423 of the ROM 403 is referenced to obtain variable display time information corresponding to the current value of the variable type counter CS, and in the following step S804, the variable display time information is set in the variable display time counter in the variable display time counter area (variable display time measuring means) provided in the various counter area 434 of the RAM 404. Thereafter, this setting process is terminated.

[0206] In other words, in this embodiment, the reach display is executed when the result of the win / lose lottery is a jackpot win, or when the result of the win / lose lottery is a loss and the lottery for reaching a reach is won.

[0207] Here, the reach display is provided with a normal reach display (specifically, normal reach A to B) and a super reach display (specifically, super reach A to C). Variable display time information corresponding to each of the normal reach display and the super reach display is set in the reach occurrence variable display time table, and variable display time information corresponding to each reach display is obtained by referring to this table. Regarding the determination of the type of reach display, a table is provided in which the type of reach display corresponds to the value of the variable type counter CS, and by referring to this table, the reach display corresponding to the current value of the variable type counter CS is determined.

[0208] In more detail, the variable display time table for reach occurrence corresponds to the type of jackpot. Specifically, the variable display time is set so that a specific symbol combination can be statically displayed in the case of a probability variable jackpot result, and the variable display time is set so that a non-specific symbol combination can be statically displayed in the case of a normal jackpot result.

[0209] On the other hand, if the determination in step S802 is negative, in step S805, the variable display time table for non-reach occurrence stored in the variable display time table storage area 423 is referenced to obtain the variable display time corresponding to the current value of the variable type counter CS, and in step S806, the variable display time information is set in the variable display time counter in the variable display time counter area. After that, this setting process is terminated.

[0210] The variable display time when a reach does not occur is set to be shorter as the number of reserved information stored (common reserved number CRN) increases. Specifically, in the variable display time table for reach not occurring, which is referenced during the low-frequency support mode, the variable display time is specified to be 1 second when the number of reserved information stored (reserved number) is "4," 3 seconds when it is "3," 5 seconds or 7 seconds when it is "2," 11 seconds or 13 seconds when it is "1," and 15 seconds or 17 seconds when it is "0" (see Figure 24(b)). In contrast, in the variable display time table for reach not occurring, which is referenced during the high-frequency support mode, the variable display time is specified to be 1 second or 5 seconds when the number of reserved information stored (reserved number) is "2" to "4," 2 seconds or 5 seconds when it is "1," and 5 seconds or 8 seconds when it is "0" (see Figure 24(c)).

[0211] In the high-frequency support mode, the support provided by the electric device 91 increases the frequency of balls entering the lower actuation port 83b. As long as the game ball is launched to the right route, the number of pending information items related to the lower actuation port 83b will fluctuate between approximately "2" and "4." In contrast, in the low-frequency support mode, the pending information items related to the upper actuation port 83a will be the main focus, and the number of pending information items will fluctuate between approximately "0" and "3." This differentiates the game progress in the high-frequency support mode so that it is faster than the game progress in the low-frequency support mode. Furthermore, the fixed image display time is set to 1 second in the high-frequency support mode, while the fixed image display time is set to 2 seconds in the low-frequency support mode. This shortens the fixed image display time. This further speeds up the game progress.

[0212] When comparing the variable display time table for non-reach occurrence corresponding to the low frequency support mode with the variable display time table for non-reach occurrence corresponding to the high frequency support mode, the variable display time in the high frequency support mode is set to be shorter overall. Note that when the variable display time table for non-reach occurrence corresponding to the high frequency support mode is referenced, 5 seconds is set at a predetermined rate (5% in this embodiment) regardless of the number of reserved balls. This is a device to prevent excessive speed or monotony in the game progress in the high frequency support mode, and this variable display time is used to execute a branching effect (not compatible with reach display development) described later in the symbol display device 253.

[0213] Incidentally, the configuration for setting the variable display time is not limited to the above. For example, it may be configured so that it does not depend on the number of common hold numbers CRN, and the variable display time may be set so that the smaller the number of common hold numbers CRN, the shorter the variable display time. Furthermore, the variable display time table for non-reach occurrence is configured so that a shorter variable display time is selected when the support mode is in high-frequency support mode than when it is in low-frequency support mode, when the number of hold information is the same. However, this is not limited to this, and the selected variable display time may be the same, or the above relationship may be reversed. Furthermore, the above configuration may be applied to the variable display time when a reach occurs, and a configuration may be adopted in which the variable display time that is likely to be selected and the variable display time that is unlikely to be selected differ between a jackpot win and a miss reach. Furthermore, a configuration may be adopted in which the variable display time table for a probability jackpot, a variable display time table for a normal jackpot, a variable display time table for a miss reach, and a variable display time table for a complete miss are each set separately.

[0214] Returning to the explanation of the fluctuation start process (FIG. 23), after the process of setting the fluctuation display time is executed in step S708, a fluctuation start command and a type command are set in step S709. The fluctuation start command includes information on whether or not a reach has occurred and information on the fluctuation display time. The type command also includes information on the game result. In other words, the type command includes information on the game result, such as information on the 16R special jackpot result, information on the 8R special jackpot result, information on the 4R special jackpot result, information on the 8R normal jackpot result, information on the 4R normal jackpot result, and information on the miss result.

[0215] The fluctuation start command and type command set in step S709 are transmitted to the notification / effect control device 140 in step S401 of the normal processing (FIG. 20). The notification / effect control device 140 determines the light emission pattern of the lamp unit 26 and the sound output pattern from the speaker unit 29 for that game round based on the received fluctuation start command and type command, and controls the lamp unit 26 and the speaker unit 29 so that the determined content of the effect is executed. Furthermore, the notification / effect control device 140 determines the details of the game effect for that game round, such as the variable display pattern of the symbols on the symbol display device 253, based on the received fluctuation start command and type command, and transmits the determined information to the display control device 410 by adding the above fluctuation start command and type command. The display control device 410 controls the display of the symbol display device 253 so that the game effect (display effect) is executed in the manner determined by the notification / effect control device 140 based on the received fluctuation start command and type command.

[0216] Thereafter, in step S710, the variable display of the patterns is started on the corresponding one of the upper actuation port display section UD and the lower actuation port display section LD of the main display unit 87, and then this variable start process is terminated. Note that it is also possible to configure the variable display of the patterns, etc. to start before the lottery is executed.

[0217] Returning to the explanation of the game round control process (Fig. 21), when the main display unit 87 is in the process of variable display, the game round progress process of steps S506 to S509 is executed. In the game round progress process, first, in step S506, it is determined whether the variable display time for the current game round has elapsed. Specifically, it is determined whether the value of the variable display time counter (variable display time information) provided in the variable display time counter area of ​​RAM 404 has become "0". As described above, this value is set in the variable display time setting process (Fig. 24). Furthermore, this set value is decremented (subtracted) by 1 each time the timer interrupt process (Fig. 17) is started.

[0218] If the variable display time has not elapsed, the variable display process is executed in step S507. In the variable display process, the display mode of the corresponding one of the upper actuation port display section UD and the lower actuation port display section LD of the main display unit 87 is changed. After that, the game number control process is terminated.

[0219] If the variable display time has elapsed, variable end processing is executed in step S508. In the variable end processing, the information stored in RAM 404 in any of the processes in steps S705 to S707 is identified, and the corresponding operating port display section is controlled so that the picture corresponding to that information is displayed as a stopped picture (confirmed display) in the corresponding one of the upper operating port display section UD and the lower operating port display section LD.

[0220] In the following step S509, a variation end command is set. After that, this game round control process is terminated. The variation end command set in step S509 is sent to the notification / presentation control device 140 in step S401 in the normal process (Fig. 20). The notification / presentation control device 140 sends the received variation end command to the display control device 410 while maintaining its information format. By receiving the variation end command, the display control device 410 displays the final stop pattern combination for that game round as a confirmed display (final stop display).

[0221] (Game state transition processing) Next, the game state transition process in step S404 will be described with reference to the flowchart of FIG.

[0222] In the game state transition process, first, in step S901, it is determined whether the game is currently in the open / close execution mode. If the game is not currently in the open / close execution mode, the process proceeds to step S902, where it is determined whether one game round has ended. Specifically, it is determined whether a preset stop display time (determined display time) has elapsed since the variable display ended on either the operation port display unit UD or LD of the main display unit D. If a positive determination is made in step S902, the process proceeds to step S903, where it is determined whether the game result of the current game round (the result of the win / lose lottery) corresponds to transitioning to the open / close execution mode. Specifically, it is determined whether any of the following flags is stored in the various flag storage area 435 of RAM 404: a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, a 4R probability variable jackpot flag, an 8R normal jackpot flag, or a 4R normal jackpot flag. If none of the above flags is stored, the game state transition process ends.

[0223] If any of the above flags is stored, the opening / closing execution mode start process is executed in step S904. This start process releases the operation restriction of the variable winning device 82 by the locking device, and the opening and closing operation of the variable winning device 82 is permitted until the opening / closing execution mode ends. Also, in the start process of step S904, an opening / closing execution mode flag is set in the various flag storage area 435 of RAM 404, and an external signal indicating that the opening / closing execution mode is in progress is started to be output to the hall computer HC of the gaming hall. Note that in the above step S901, whether or not the opening / closing execution mode is in progress is determined based on the presence or absence of this opening / closing execution mode flag.

[0224] In the following step S905, the opening number counter OC provided in the various counter area 434 of the RAM 404 is set to one of "4," "8," or "16." Specifically, if a 16R probability variable jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "16." If an 8R probability variable jackpot flag or an 8R normal jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "8." If a 4R probability variable jackpot flag or a 4R normal jackpot flag is stored in the various flag storage area 435 of the RAM 404, the opening number counter OC is set to "4." The opening number counter OC functions as a means for grasping the number of times the variable winning device 82 has been opened. After executing the processing of step S905, the process proceeds to step S506, where an opening command is set.

[0225] This set opening command is transmitted to the notification / effect control device 140 and the display control device 410 in step S401 of the normal processing (FIG. 20). The notification / effect control device 140 determines the content of the effect corresponding to the opening / closing execution mode based on the received opening command and controls various devices so that the determined content of the effect is executed. The content of the effect includes the display mode of the symbol display device 253, and this determined display mode is output from the notification / effect control device 140 to the display control device 410 as a display content command. The display control device 410 controls the display of the symbol display device 253 so that the display corresponding to the current opening / closing execution mode, for example, the display of a moving character or the like as the display content corresponding to a jackpot, or the switching of a background image, etc., is executed based on the opening command received from the main control device 162 and the display content command received from the notification / effect control device 140. After executing the processing of step S906, the game state transition processing is terminated.

[0226] Returning to the explanation of step S901, if it is determined in step S901 that the opening / closing execution mode is in progress, the process proceeds to step S907. In step S907, it is determined whether the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the big prize opening opening / closing process is executed in step S908.

[0227] In the large prize opening opening / closing process, first it is determined whether the large prize opening of the variable prize winning device 82 is open or not. Specifically, this determination is made based on the drive state of the variable prize winning drive unit of the variable prize winning device 82. If the large prize opening is not open, it is determined whether the value of the opening number counter OC is "0". If the value of the opening number counter OC is "0", the large prize opening opening / closing process is terminated.

[0228] If the value of the opening number counter OC is not "0", it is determined whether the value of the opening timer counter TC is "0". The opening timer counter TC is a counter that is referenced when determining the opening and closing periods (interval periods) of the large prize opening, and its value is decremented by "1" each time the timer interrupt process (Fig. 17) is executed. If the value of the opening timer counter TC is not "0", the large prize opening opening and closing process is terminated.

[0229] If the value of the opening count counter OC is not "0" and the value of the opening timer counter TC is "0," the process for opening the large prize opening is executed. Specifically, the variable prize drive unit is driven to open the large prize opening. Then, a process for setting the closing conditions for the variable prize winning device 82 (large prize opening) (opening setting process) is executed. Specifically, the opening timer counter TC is set to "15000" (corresponding to 30 seconds), and the prize winning counter PC is set to "10." After executing this setting process, an opening command indicating that the variable prize winning device 82 (large prize opening) has been opened is set, and the large prize opening opening / closing process is terminated. This set opening command is sent to the notification / performance control device 140 in step S401 of the normal processing (FIG. 20). Based on the opening command received, the notification / performance control device 140 determines the content of the performance corresponding to the opening, and controls various devices to execute the determined content of the performance.

[0230] On the other hand, if it is determined that the large prize opening of the variable prize winning device 82 is open, it is determined whether the value of the opening timer counter TC is "0". If the value of the opening timer counter TC is not "0", it is determined whether a gaming ball has entered the large prize opening based on a detection signal from the ball entry detection sensor 391c corresponding to the variable prize winning device 82. If no winning has occurred, the large prize opening opening / closing process is terminated.

[0231] If a win has occurred, a win command output process is executed. The win command is output to the payout control device 242 and the notification / presentation control device 140. The payout control device 242 executes a process of paying out a preset number of game balls based on the receipt of the win command. If a win command is issued during the opening / closing execution mode, the notification / presentation control device 140 executes a process of changing the presentation during the opening / closing execution mode executed on the display screen 253a of the pattern display device 253, for example, to indicate the win.

[0232] After executing the command output process, the value of the prize counter PC is decremented by 1, and then it is determined whether the value of the prize counter PC is "0." If it is not "0," the large prize opening opening / closing process is terminated. If the value of the prize counter PC is "0," or if it is determined that the value of the open timer counter TC is "0," this means that the large prize opening closing condition has been met. In this case, the variable prize drive unit is deactivated to close the large prize opening.

[0233] Next, the release number counter OC is updated. Specifically, if the value of the release number counter OC is not "0," the release number counter OC is decremented by 1, and if the value of the release number counter OC is "0," the value of the release number counter OC is maintained at "0." After that, it is determined whether the updated value of the release number counter OC is "0."

[0234] If it is determined that the value of the opening number counter OC is not "0", the opening timer counter TC is set to "1000" (corresponding to 2.0 seconds), a close command is set, and then the main prize opening opening and closing process is terminated. This set close command is sent to the notification and performance control device 140 in step S401 of the normal processing (Fig. 20). When the notification and performance control device 140 receives a close command, it determines the content of the performance corresponding to the close command, and controls various devices so that the determined content of the performance is executed.

[0235] On the other hand, if it is determined that the value of the opening number counter is "0", the ending start process is executed. In this start process, an ending waiting time for the ending of the opening and closing execution mode is set so that the next game round is not started and the waiting time information for the ending stored in advance in the ROM 403 is set in a waiting time counter area provided in the various counter area 434 of the RAM 404.

[0236] After that, after setting an ending command, the main big prize opening / closing process is terminated. This set ending command is sent to the notification / performance control device 140 in step S401 in the normal process (FIG. 20).

[0237] Returning to the explanation of the game state transition process (FIG. 25), after the large prize opening / closing process is executed in step S908, it is determined in step S909 whether the value of the opening number counter OC is "0" or not, and in step S910 it is determined whether the waiting time for the ending has elapsed. If the value of the opening number counter OC is not "0" or if the waiting time for the ending has not elapsed, the game state transition process is terminated. On the other hand, if the value of the opening number counter OC is "0" and the waiting time for the ending has elapsed, in step S911 the transition process at the end of the opening / closing execution mode is executed.

[0238] In the transition process at the end of the open / close execution mode, first, it is determined whether the jackpot result that triggered this open / close execution mode is a 16R probability variable jackpot result, an 8R probability variable jackpot result, or a 4R probability variable jackpot result. Specifically, it is determined whether a 16R probability variable jackpot flag, an 8R probability variable jackpot flag, or a 4R probability variable jackpot flag is stored in the various flag storage area 435 of RAM 404.

[0239] If the jackpot result that triggered the current open / close execution mode is a 16R probability variable jackpot result, an 8R probability variable jackpot result, or a 4R probability variable jackpot result, the flag related to the transition of the game state is erased. After the erasure process is executed, the game state setting process is executed. Specifically, first, a high probability mode flag is set in the various flag storage area 435 of RAM 404. Based on the high probability mode flag set in this way, the win / loss table for the high probability mode will be referenced in the win / loss lottery for the subsequent game round.

[0240] Thereafter, a high-frequency support mode flag is set in the various flag storage area 435 of the RAM 404. Based on the high-frequency support mode flag thus set, in the subsequent electric role support processing, a win / loss table for the high-frequency support mode is referenced in the support lottery, the time for displaying the varying patterns during the support lottery is shortened (specifically, set to 2.0 seconds), and furthermore, the period of time for which the display remains open after one opening is extended (specifically, set to 5.0 seconds).

[0241] On the other hand, if the jackpot result that triggered the current open / close execution mode is an 8R normal jackpot result or a 4R normal jackpot result, i.e., if an 8R normal jackpot flag or a 4R normal jackpot flag is stored in the various flag storage area 435 of RAM 404, the flag related to the transition of the game state is erased. After the erasure process is performed, the game state setting process is performed. Specifically, first, a high-frequency support mode flag is set in the various flag storage area 435 of RAM 404. Based on the high-frequency support mode flag set in this way, a win / loss table for the high-frequency support mode is referenced in the support lottery in the subsequent electric role support process, the variable display time of the image during the support lottery is shortened (specifically, set to 2.0 seconds), and further, the period of time in the open state after one opening is extended (specifically, set to 5.0 seconds).

[0242] Unlike the case of the probability variable jackpot result described above, an upper limit is set on the number of support plays for the high-frequency support mode, which is entered after a normal jackpot result. Specifically, the game play counter stored in the various counter area 434 of RAM 404 is set to one of "10," "20," "30," "50," or "100." For an 8R normal jackpot result and a 4R normal jackpot result, 1 / 10 corresponds to a support play of "10," 1 / 10 corresponds to a support play of "20," 1 / 10 corresponds to a support play of "30," 2 / 10 corresponds to a support play of "50," and 5 / 10 corresponds to a support play of "100." The high-frequency support mode is maintained until the number of games played after the opening / closing execution mode ends reaches the upper limit, and when the set upper limit is reached, the support mode switches from the high-frequency support mode to the low-frequency support mode. In the following explanation, this upper limit is also referred to as the termination reference number.

[0243] After the game state setting process is performed, the open / close execution mode termination process is performed in step S912, and then the game state transition process is terminated. In this termination process, the open / close execution mode flag stored in the various flag storage area 435 of the RAM 404 is erased, and the output of the external signal corresponding to the jackpot is stopped.

[0244] (Regarding the electrical configuration of the notification / performance control device 140 and the display control device 410) Next, with reference to the block diagram of FIG. 26, a supplementary explanation will be given of the electrical configuration of the notification / performance control device 140 and the display control device 410.

[0245] An MPU 442 is mounted on a notification / performance control board 441 provided in the notification / performance control device 140. The MPU 442 has built-in ROM 443 that stores various control programs and fixed value data executed by the MPU 442, RAM 444 that is a memory for temporarily storing various data when the control programs stored in the ROM 443 are executed, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. Note that it is not essential that the ROM 443 and RAM 444 be integrated into a single chip for the MPU 442; each may be integrated into a separate chip. This also applies to the MPUs of other control devices.

[0246] The MPU 442 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 442, and receives game number control commands (game number control information) such as the above-mentioned variation start command, type command, and variation end command from the main control device 162. The MPU 442 also receives hold display control commands (hold display control information) such as shift commands and hold commands, and furthermore, open / close execution mode commands (open / close execution mode information) such as opening commands and ending commands.

[0247] As already explained, the output side of the MPU 442 is connected to the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and the display control device 410. Some of the various commands input from the main control device 162 to the notification / performance control device 140 are transmitted to the display control device 410 while maintaining the information format.

[0248] The display control device 410 includes a display control board 471 on which are mounted an MPU 472, which is an element in which a program ROM 473 and a work RAM 474 are integrated into a single chip, a video display processor (VDP) 475, a character ROM 476, and a video RAM 477. It is not essential that the program ROM 473 and the work RAM 474 are integrated into a single chip for the MPU 472, and each may be individually integrated into a chip.

[0249] The MPU 472 of the display control device 410 analyzes various commands received from the main control device 162 via the notification / performance control device 140, or performs predetermined calculation processing based on the received various commands, thereby controlling the VDP 475 (specifically, generating internal commands for the VDP 475). In more detail, the MPU 472 executes processing to identify the variable display pattern for each game round on the symbol display device 253 based on the commands sent from the notification / performance control device 140, and executes drawing processing for the VDP 475 in accordance with the processing results. As a result, various images are displayed on the display screen 253a of the symbol display device 253.

[0250] The program ROM 473 is a memory for storing various control programs and fixed value data executed by the MPU 472. The work RAM 474 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 472. The work data, flags, etc. are stored in various areas of the work RAM 474.

[0251] The VDP475 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 253. The VDP475 is also called a "drawing chip" because it is an IC chip, and its actual function should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP475 adjusts the timing of the MPU472, video RAM 477, etc. to mediate the reading and writing of data, and also reads image data to be stored in the video RAM 477 from the character ROM 476 at a predetermined timing and displays it on the pattern display device 253.

[0252] The character ROM 476 serves as an image data library for storing various image data such as designs, character images, background images, etc., to be displayed on the design display device 253. It is also possible to provide a plurality of character ROMs 476, and have each character ROM 476 store image data, etc. It is also possible to configure the character ROM 476 to store JPEG format image data for background images stored in the program ROM 473.

[0253] The video RAM 477 is a memory for storing display data to be displayed on the pattern display device 253, and the display content of the pattern display device 253 is changed by rewriting the content of the video RAM 477.

[0254] As already explained, in this embodiment, the outline of the variable display mode of the patterns on the display screen 253a is determined by the notification / performance control device 140 with reference to commands from the main control device 162, and the details of the display performance are determined by the display control device 410 based on the results. Specifically, the MPU 442 of the notification / performance control device 140 executes a variable display control process as part of periodic processing that is started at a predetermined cycle (for example, 2 msec), and this variable display control process determines the outline of the variable display mode of the patterns, etc. Here, the variable display control process will be explained with reference to the flowchart in Figure 27.

[0255] (Variable display control processing) In the variable display control process, first, in step S1001, it is determined whether a game is being played or not, that is, whether a pattern display (variable display, temporary stop display, or final stop display) for one game is being executed on the pattern display device 253. If it is determined that a game is not being played, the process proceeds to step S1002, where it is determined whether a variable start command transmitted from the main control device 162 has been received.

[0256] If a negative determination is made in step S1002, the variable display control process is terminated. On the other hand, if a positive determination is made in step S1002, the variable display control process is terminated after executing a process for starting the variable display in step S1003.

[0257] Returning to the explanation of step S1001, if a positive judgment is made in step S1001, that is, if it is judged that a game round is in progress, the process proceeds to step S1004. In step S1004, it is judged whether or not a fluctuation end command sent from the main control device 162 has been received. If a negative judgment is made in step S1004, the fluctuation in progress processing is executed in step S1005, and then the fluctuation display control processing is terminated. The fluctuation in progress processing is a process for executing various effects and changing the determined effects during the game round started by the fluctuation start processing.

[0258] If a positive determination is made in step S1004, the process proceeds to step S1006, where a process for ending the variation is executed, and then this variation display control process is terminated. In the process for ending the variation, the pattern variation display and the currently executed effects are terminated in accordance with the hold information for the relevant game round (a final stop display or a confirmation display is performed). In this process, the speaker unit 29 and the lamp unit 26 are driven and controlled to perform an effect corresponding to the confirmed stop. Then, a confirmation command is output to the display control device 410, and then this variation end process is terminated. The MPU 472 of the display control device 410 controls the pattern display device 253 to confirm and stop the pattern based on the received confirmation command.

[0259] (Processing for starting fluctuations) Here, a supplementary explanation will be given of the fluctuation start processing in step S1003 with reference to the flowchart in Figure 28. The fluctuation start processing is a process for starting the performance for a game round based on the reception of a fluctuation start command transmitted from the main control device 162.

[0260] In the fluctuation start process, first, in step S1101, the currently received fluctuation start command is read, and information on whether or not a reach has occurred and information on the fluctuation display time are identified from the command. Also, as already explained, when a fluctuation start command is sent from the main control device 162, a type command is also sent together. In step S1101, the type command received along with the currently received fluctuation start command is read, and from the command, information on the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, or information on the miss result, is identified. Then, in step S1101, from the identified information, information on whether or not a jackpot has been won, information on the jackpot type if a jackpot has been won, information on whether or not a reach has occurred if a jackpot has not been won, and information on the fluctuation display time are identified, and this identified information is stored in a register of the MPU 442.

[0261] After executing the processing of step S1101, the process proceeds to step S1102. In step S1102, it is determined whether or not the game is in a normal game state compatible with the low-frequency support mode. If a positive determination is made in step S1102, the process proceeds to step S1103. In step S1103, processing for the special effect mode is executed. In this embodiment, a normal effect mode and a special effect mode are provided as effect modes in a normal game state compatible with the low-frequency support mode. The special effect mode is a mode configured to be entered when the number of games played in the normal effect mode reaches a predetermined number (a specified number of times), and to return to the normal effect mode when a predetermined termination condition is met. Although details will be described later, in this embodiment, a time-saving effect mode is set as the effect mode in a normal game state compatible with the high-frequency support mode, and the effect executed in the time-saving effect mode is diverted in the special effect mode. Here, the processing for the special effect mode will be described with reference to the flowchart of FIG. 29.

[0262] (Special effect mode processing) In the special effect mode processing, first, in step S1201, it is determined whether or not the special effect mode is in progress. Specifically, it is determined whether or not a special effect mode flag is stored in the various flag storage area 466 of RAM 444. If a negative determination is made in step S1201, the process proceeds to step S1202. In step S1202, an update process is performed on the play count counter for the special effect mode provided in the play count counter area 462 of RAM 444. The play count counter for the special effect mode is a counter for specifying the number of times a game has been played in the normal effect mode.

[0263] After executing the update process in step S1202, the process proceeds to step S1203. In step S1203, the value of the play count counter for the special effect mode is referenced to determine whether the number of plays in the normal effect mode has reached a preset number (specified number of plays). If a negative determination is made in step S1203, the process for the special effect mode is terminated. If a positive determination is made in step S1203, the process proceeds to step S1204.

[0264] In step S1204, a transition process to the special effect mode is performed. Specifically, a process is performed to switch the light-emitting element mode of the lamp unit 26 to one corresponding to the special effect mode, and a process is performed to switch the background music output from the speaker unit 29 to one corresponding to the special effect mode. Then, a special effect mode start command is output to the display control device 410 to switch the background display mode and the variable pattern display mode on the display screen 253a of the pattern display device 253 to modes corresponding to the special effect mode. Thereafter, in step S1205, a special effect mode flag is set in the various flags storage area 466 of the RAM 444, and the special effect mode process is terminated. With the special effect mode flag set, a positive determination is made in step S1201 thereafter.

[0265] Returning to the explanation of step S1201, if a positive determination is made in step S1201, the process proceeds to step S1206. In step S1206, the pseudo-fluctuation number counter provided in RAM 444 is referenced to determine whether the number of times a pseudo-fluctuation (unit effect) described below has been executed has reached the lower limit value (10 times in this embodiment) of the termination reference number of times that can be set in the high frequency support mode. If a negative determination is made in step S1206, the process for this special effect mode is terminated.

[0266] If a positive determination is made in step S1206, the process proceeds to step S1207. In step S1207, a lottery process for determining whether to continue the special effect mode is executed. That is, if the number of unit effects executed in the special effect mode reaches the lower limit, the continuation of the special effect mode is determined by lottery.

[0267] If the lottery process in step S1207 results in continuation, an affirmative determination is made in step S1208, and the process for this special effect mode is terminated. If the lottery process in step S1207 results in non-continuation, a negative determination is made in step S1208, and the process proceeds to step S1209. In step S1209, a special effect mode end flag is set in the various flag storage area 466 of RAM 444. If this special effect mode end flag is set, a process is performed to switch the effect mode from special effect mode to normal effect mode at the end of the current game round.

[0268] Then, in step S1210, the specified number of times is reset, and the special effect mode process is terminated. There are multiple options for the specified number of times, and one of these options is selected by lottery during the reset process. This configuration allows for a variety of time spans between the end of a special effect mode and the transition to the next special effect mode.

[0269] Returning to the explanation of the fluctuation start processing in Figure 28, after executing the special effect mode processing in step S1103, the process proceeds to step S1104. In step S1104, it is determined whether or not a special effect mode flag is stored in the various flag storage area 466 of RAM 444. If a negative determination is made in step S1104, the process proceeds to step S1105. In step S1105, the process executes the effect determination processing for the normal effect mode based on the information obtained in step S1101.

[0270] Specifically, if the game result of the game round starting this time is a game result corresponding to a jackpot result (i.e., a probability jackpot result or a normal jackpot result), a jackpot effect setting process is executed. In the jackpot effect setting process, the final stop result of the jackpot symbols is determined (final stop result determination process is performed). In the final stop result determination process, if the probability jackpot result is a jackpot result, the stop result in which a combination of the same specific symbols (main symbols with odd numbers) or a combination of non-specific symbols (main symbols with even numbers) are finally stopped and displayed on one active line L1 to L5 is determined as the stop result of this game round. Also, if the result is a normal jackpot result, the stop result in which a combination of the same non-specific symbols (main symbols with even numbers) are finally stopped and displayed on one active line L1 to L5 is determined as the final stop result of this game round.

[0271] The type of main symbol and the effective lines L1 to L5 that will be finally stopped and displayed when a jackpot result is achieved are randomly determined by lottery or the like. Each effective line L1 to L5 and address information are stored in a final stop line table stored in various table areas of ROM 443, and the final stop line determined in the above process is stored as address information in a final stop line address storage area provided in RAM 444. At this time, a process is executed to store information on the determined stop result in the stop result address storage area. Note that in the following explanation, address information of the stop result determined in various stop result determination processes is stored in the stop result address storage area of ​​RAM 444.

[0272] Furthermore, in the presentation setting process for a jackpot, the variable display mode of the symbols for a jackpot is determined (variable display mode determination process (presentation pattern determination process) is performed). As already explained, when a jackpot result is achieved, the result is notified via a reach display or the like. In the variable display mode determination process for reach display, a variable display pattern table for reach display stored in various table areas of ROM 443 is obtained, and a presentation pattern of normal reach display or super reach display corresponding to the variable display time of the currently received variation start command and the game result in the type command is determined. In addition, a process is executed to store address information of the determined variable display mode in a pattern address storage area of ​​RAM 444. Note that in the variable display mode determination process described below, a corresponding variable display pattern table is obtained from the variable display pattern table storage area of ​​ROM 443, and a presentation pattern corresponding to the variable display time and game result is determined. Then, address information of the presentation pattern determined in the presentation pattern determination process is stored in the pattern address storage area of ​​RAM 444.

[0273] If the game result is not a jackpot result but a reach-to-win situation, a reach-to-win effect setting process for a miss result (miss reach) is executed. This effect setting process determines the outline of the effect and the final symbol combination to be stopped. The former is similar to the process for a jackpot result, and the explanation will be used here. Since this process corresponds to a miss reach, the final stop symbol is determined so that it does not result in a symbol combination corresponding to a jackpot result. That is, the final stop result is determined to be the one in which a miss reach symbol combination is formed on one of the pay lines L1-L5. In this case, the type of miss reach symbol combination and the pay lines L1-L5 are determined randomly by lottery or the like. In addition, when determining the stop result on the pay lines, the stop result is determined so that the same symbol combination is not formed on any of the pay lines L1-L5 and the symbols in the middle symbol row Z2 that are the same as the symbols forming the reach line are finally stopped at a stop position shifted forward or backward from the reach line. Then, the information on the determined stop result is stored in the stop result address storage area.

[0274] If the result is neither a jackpot result nor a miss result corresponding to the reach display, i.e., if the result is a complete miss, the outline of the effect for a complete miss and the final symbol combination to be stopped are determined. Since this process corresponds to a complete miss, the stop symbols are determined so that a symbol combination corresponding to a jackpot result is not formed.

[0275] After executing the determination process of step S1105, the process proceeds to step S1108, where commands including information on the stop result and the presentation pattern are output as stop result commands and pattern commands, respectively, to the display control device 410. Based on these various commands, the MPU 472 of the display control device 410 controls the display of the symbol display device 253 to execute presentations for the current game round.

[0276] After the process of step S1108 is executed, the process of starting the effect for the game round is executed in the following step S1109, and then this variation start process is terminated. Specifically, the drive control of the speaker unit 29 and the lamp unit 26 is started based on the effect pattern determined in the above step S1105, and the effect for the game round is started.

[0277] Here, based on Figure 29, a supplementary explanation will be given on the variable display mode of the symbols displayed on the symbol display device 253 (display screen 253a) in the normal performance mode. Figure 30(a) is a schematic diagram showing the types of variable display mode, and Figure 30(b) is a schematic diagram showing an overview of each variable display mode. In Figure 30(b), for the sake of convenience, the background image and reserved information displayed on the display screen 253a are omitted.

[0278] (Variable display mode in normal performance mode) As shown in Figure 30(a), the variable display modes of the symbols executed on the display screen 253a are roughly divided into five types: complete miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. For each of these variable display modes, the variable display time is set to be different, and it is possible to grasp the outline of the variable display mode for each game based on the information related to the variable display time given to the command from the main control device 162.

[0279] Specifically, the variable display time for a complete miss is "1 second to 17 seconds" (the difference is set according to the number of reserved bets), the variable display time for a normal reach A is "18 seconds," the variable display time for a normal reach B is "20 seconds or 22 seconds" which is longer than the variable display time for a normal reach A, the variable display time for a super reach A is "22 seconds or 24 seconds" which is the same as or longer than the variable display time for a normal reach B, the variable display time for a super reach B is "24 seconds or 26 seconds" which is the same as or longer than the variable display time for a super reach A, and the variable display time for a super reach C is "26 seconds or 28 seconds" which is longer than the variable display time for other super reaches B. For example, if the information regarding the variable display time given to the command from the main control unit 162 is "22 seconds," the notification / performance control unit 140 will understand that a normal reach B or a super reach A should be executed, and will select which reach display to use.

[0280] In addition, in the game times corresponding to the jackpot result, the order of likely selections is Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A, and in the game times corresponding to the miss result, the order of likely selections is Complete Miss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > Super Reach C. In other words, the longer the variable display time, the higher the chance of winning the jackpot.

[0281] Here, the variable display modes of normal reach A and B will be explained with reference to FIG. 30(b1). When normal reach A and B are selected, first the variable display (scroll display) of all the symbol columns that are statically displayed is started, then the variable display of the symbols in the upper symbol column Z1 is ended (statically displayed), and then the variable display of the symbols in the lower symbol column Z3 is ended (statically displayed). In this state where the upper and lower symbol columns Z1 and Z3 are statically displayed, a reach line is formed by statically displaying a main symbol with the same number on any of the activated lines L1 to L5 (see FIG. 13(a)). Then, with the reach line formed, the variable display of the middle symbol column Z2 is performed, resulting in a reach display (reach variable display). After the reach display is established, the variable display is ended by statically displaying the middle symbol column Z2. Then, when the same symbols as those constituting the reach display stop on the reach line, it is announced that a jackpot has been won, and when other symbols stop on the reach line, it is announced that a jackpot has not been won. In this way, the symbol combination that has finally stopped and displayed is maintained as it is for a predetermined fixed display time (final stop time). In other words, the current game round continues until the fixed display time has elapsed, and once the fixed display time has elapsed, it is permitted to move on to the next game round.

[0282] In this embodiment, the difference in the variable display time between normal reach A and normal reach B is ensured by setting a difference in the variable display time of the middle symbol row Z2 after the reach line is formed, but the method for setting the difference between the two is arbitrary. For example, it is also possible to ensure the difference in the variable display time by setting a difference in the time from when the variable display starts to when the reach line is formed.

[0283] Next, the variable display modes of super reach A, B, and C will be explained based on the variable display modes of normal reach A and B described above. As shown in Figures 30(b2) to (b4), for super reach A, B, and C, the above-mentioned reach line is formed through the same process as for normal reach A and B. After the reach line is formed, a predetermined character is displayed as a moving image in conjunction with the variable display of the middle symbol column Z2, thereby creating a reach effect. Specifically, for super reach A, after the reach line is formed, a character modeled after a fairy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME). For super reach B, after the reach line is formed, a character modeled after a boy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME). For super reach C, after the reach line is formed, a character modeled after a girl is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME).

[0284] (Pseudo continuous fluctuation display) In the normal presentation mode of this embodiment, a suggestive presentation may be executed to suggest to the player that there is a possibility of transitioning to a reach display, both in a game turn corresponding to the reach display and in a game turn not corresponding to the reach display. The flow of the suggestive presentation will be explained below with reference to FIG. 31. FIG. 31(a) illustrates the flow of the game when the suggestive presentation is not executed, and FIG. 31(b) illustrates the flow of the game when the suggestive presentation is executed. Note that, as with FIG. 30(b), the background image, pending information, etc. displayed on the display screen 253a are omitted in FIGS. 31(a) and (b).

[0285] As shown in FIG. 31(a), at the start of a game, the variable display of each symbol row that has been statically displayed on the display screen 253a up until that point begins. After a predetermined period of time has elapsed since the variable display began, the variable display speed of the symbols slows down, and each symbol row is statically displayed in the order of upper symbol row → lower symbol row → middle symbol row. If the current game does not correspond to the above-mentioned suggestive effects, the symbol combination corresponding to the current game result is displayed as a final static display on the pay line, and the game result is clearly indicated to the player. In the example shown in FIG. 31(a), since the game result is a complete miss, the symbol combination corresponding to a complete miss is displayed as a final static display on the pay line.

[0286] FIG. 31(b) illustrates an example of a game round corresponding to the suggestive effects and reach display. At the start of a game round, the display of each symbol column that had been statically displayed on the display screen 253a up until that point begins to change. After that, the speed of the symbol change display slows down, and each symbol column is statically displayed in the order of the upper symbol column → the lower symbol column → the middle symbol column. When the lower symbol column stops, it does not form a reach line with the symbols in the upper symbol column; that is, symbols in the lower symbol column that could form a reach line with the currently stopped upper symbol stop at a position offset from the upper symbol. After that, when the middle symbol column stops and all symbol columns are statically displayed (temporary stop display, pause display), a symbol combination (re-changing symbol combination or provisional stop symbol combination) corresponding to the suggestion is formed in an active position on the display screen 253a.

[0287] After that, all the symbol rows that had stopped temporarily resume their fluctuation accompanied by specific sound effects and effects such as flashing. In other words, it appears as if one game has ended, but in reality, the provisional stop → re-fluctuating is performed under the circumstances where the game is still ongoing. In other words, before the final stop display, the suggestive effect in this embodiment is to display the symbol combination corresponding to the re-fluctuating temporarily stopped → re-fluctuating, and in the following explanation, this display is also referred to as a "pseudo continuous fluctuation display."

[0288] The pseudo continuous variation display may be executed multiple times in succession (repeatedly) during one game. During the pseudo continuous variation display, even if all the symbol rows are stopped, the display of the varying symbols continues for the operation port display sections UD and LD of the main display unit 87 that correspond to the current game.

[0289] After the variable display is resumed, the timing of the final stop display (confirmed display) is reached, and the symbol combination corresponding to the current game result is displayed as a stopped display (final stop display) on the active line, and the game result is clearly indicated to the player. In the example shown in Figure 31(b), since the game result is a jackpot result, the symbol combination corresponding to the jackpot result is displayed as a stopped display (final stop display) on the active line.

[0290] As described above, the pseudo continuous variation display in this embodiment occurs not only in game times corresponding to a reach display but also in game times corresponding to a complete miss result. By leaving room for a jackpot even if the reach display does not shift or a symbol combination corresponding to a jackpot result does not stop, it is possible to prevent inconveniences such as a sudden drop in attention to the stopped symbol combination when the lower symbol row or the middle symbol row stops.

[0291] The table that determines whether or not a pseudo continuous variation display is to be made is configured so that a pseudo continuous variation display is more likely to occur in a game that corresponds to a jackpot result than in a game that corresponds to a miss-reach result and a complete miss result, and is configured so that a pseudo continuous variation display is more likely to occur in a game that corresponds to a miss-reach result than in a game that corresponds to a complete miss result.

[0292] Here, with reference to Figure 32, a supplementary explanation will be given of the flow when the pseudo continuous variation display is repeated during one game. Figure 32(a) is a timing chart showing the flow of the game, and Figure 32(b) is a schematic diagram showing the relationship between the effect and the probability of winning a jackpot. In Figure 32(a), to facilitate comparison, ta1 to ta2 are examples of game times that do not support the pseudo continuous variation display, and ta3 to ta9 are examples of game times that support the pseudo continuous variation display.

[0293] As shown in Figure 32(a), at timing ta1 when a game round not compatible with pseudo continuous variation display starts, the display of varying patterns begins on the operation port display unit of the main display unit 87, and correspondingly, the display of varying patterns begins on the display screen 253a of the pattern display device 253. At timing ta2, when a predetermined variation display time has elapsed since the start of the variation display of the patterns and patterns, the patterns that were being variably displayed on the operation port display unit are displayed as static patterns corresponding to the current game result, and the patterns that were variably displayed on the display screen 253a are displayed as static patterns corresponding to the current game result. In other words, the start / end timing of the variation is synchronized (matched) between the operation port display unit and the display screen 253a.

[0294] At the timing of ta3 when a game turn compatible with pseudo continuous variation display starts, the display of varying patterns begins on the operating port display section of the main display unit 87, and accordingly, the display of varying patterns begins on the display screen 253a of the pattern display device 253. After the varying display begins at the timing of ta3, at the timing of ta4 when a predetermined period has elapsed, the re-varying pattern combination is temporarily stopped and displayed on the active line of the display screen 253a.

[0295] At time ta5, which is the time the temporary stop time has elapsed since time ta4, the display of the temporarily stopped symbol rows resumes. At this time, a white effect is added along the outer periphery of the display screen 253a, suggesting the possibility of transitioning to a reach display. During this time, the display of the symbols continues to change in the operation port display section of the main display unit 87, and the display of the symbols on the display screen 253a and the display of the symbols on the operation port display section become asynchronous.

[0296] At timing ta6, when a predetermined period has elapsed since the variable display resumed, the re-variable symbol combination is again temporarily stopped and displayed on the active line on the display screen 253a. At timing ta7, when the temporary stop time has elapsed since timing ta6, the variable display of each temporarily stopped symbol row is resumed. At this time, the color of the white effect being displayed on the display screen 253a changes from white to blue. As will be described in detail later, the repeated pseudo-continuous variable display (the effect color changes (steps up)) indicates an increased possibility of transitioning to a reach display. Note that during this time, the variable display of the symbols continues in the display unit for the operation port, and the variable display of the symbols on the display screen 253a and the variable display of the symbols in the display unit for the operation port are asynchronous.

[0297] At ta8, after ta7 when the variable symbol display resumes, i.e., at the transition to the reach display, the upper and lower symbol rows are statically displayed, and only the middle symbol row continues to be dynamically displayed. In the example shown in FIG. 32(a), the current game result corresponds to a miss. Therefore, after the transition to the reach display, specifically at ta9 when the variable display time has elapsed since ta3, a symbol corresponding to the miss result is statically displayed in the operation port display section, and the symbol combination corresponding to the miss result is finally statically displayed on the display screen 253a. Then, at ta10 when the final display time has elapsed, the game moves to the next round.

[0298] In the above example, the pseudo continuous variation display is repeated twice during one game, but the number of times the pseudo continuous variation display is repeated during one game is set to a certain range (1 to 6 times in this embodiment). The table for determining the number of pseudo continuous variation displays is configured so that the number of pseudo continuous variation displays set is more likely to be set in a game corresponding to a jackpot result than in a game corresponding to a miss result or a complete miss result, and the number of pseudo continuous variation displays set is more likely to be set in a game corresponding to a miss result than in a game corresponding to a complete miss result. The more pseudo continuous variation displays are displayed, the higher the likelihood of a jackpot, so it is assumed that players hoping for a jackpot will expect many consecutive pseudo continuous variation displays. In this embodiment, the variable display executed after the first temporary stop is counted as the first display, and the number of consecutive pseudo continuous variation displays is indicated.

[0299] In this embodiment, the color of the effect on the display screen 253a changes each time the pseudo continuous variation display continues, suggesting the degree of expectation of transition to the reach display. Even if the player misses part of the pseudo continuous display, it is possible to confirm the degree of expectation of transition to the reach display from the color of the effect.

[0300] As shown in Figure 32(b), the effects displayed during the pseudo continuous display change in the order of white → blue → yellow → green → red → rainbow as the number of consecutive pseudo continuous variation displays increases, and are set so that the likelihood of transitioning to a reach display, in other words the likelihood of a jackpot result, increases in the order of white < blue < yellow < green < red < rainbow. Of these colors, transition to a super reach is confirmed for green to rainbow (4 to 6 consecutive pseudo continuous variation displays), and a jackpot is specifically confirmed for rainbow (6 consecutive pseudo continuous variation displays).

[0301] In this configuration, it is assumed that the player will expect the pseudo-continuous display to occur during a game round, and that if the pseudo-continuous variable display occurs, it will continue. By diversifying the presentation of parts other than the reach display in a game round executed in the normal presentation mode, it is possible to increase the attention paid to the game.

[0302] Returning to the explanation of the fluctuation start processing in Fig. 28, if a negative judgment is made in step S1102 of the fluctuation start processing, that is, if the normal gaming state is compatible with the high frequency support mode, the process proceeds to step S1107. In step S1107, a performance determination process for the high frequency support mode is executed. After the performance determination process is executed in step S1107, the process proceeds to step S1108, where a stop result command and a pattern command are set based on the determined content, and after the game number performance start process is executed in step S1109, the fluctuation start process is terminated.

[0303] In the effect determination process of step S1107, if the game result of this round is a jackpot result (i.e., a probability jackpot result or a normal jackpot result), the effect setting process for the jackpot is executed. In the effect setting process for the jackpot, the final stop result of the jackpot symbols is determined (final stop result determination process is performed). In the final stop result determination process, if the result is a probability jackpot result, the stop result in which a combination of the same specific symbols (main symbols with odd numbers) or a combination of non-specific symbols (main symbols with even numbers) are finally stopped and displayed on the active line is determined as the stop result for this round. Also, if the result is a normal jackpot result, the stop result in which a combination of the same non-specific symbols (main symbols with even numbers) are finally stopped and displayed on the active line is determined as the stop result for this round.

[0304] Furthermore, in the presentation setting process for a jackpot, the variable display mode of the symbols for a jackpot is determined (variable display mode determination process (presentation pattern determination process) is performed). As already explained, when a jackpot result is reached, the result is notified via a reach display or the like. In the variable display mode determination process for reach display, a variable display pattern table for reach display stored in various table areas of ROM 443 is obtained, and a presentation pattern for reach display corresponding to the game result in the variable display time and type command of the currently received variation start command is determined. Furthermore, a process is executed to store the address information of the determined variable display mode in the pattern address storage area of ​​RAM 444.

[0305] If the game result corresponds to a miss reach, an effect setting process for the occurrence of a miss result reach is executed. In this effect setting process, the outline of the effect and the final symbol combination to be stopped are determined. The former is similar to the process for a jackpot result, so the explanation will be used. Since this process corresponds to a miss reach, the stopped symbols are determined so as not to result in a symbol combination corresponding to a jackpot result. In other words, the stop result for this time is determined to be the stop result where a miss reach symbol combination is formed on the active line. In addition, when making this determination, the stop result on the active line is determined so that the symbols in the middle symbol row Z2 that are the same as the symbols forming the reach line will finally stop at a stop position shifted forward or backward from the reach line. After that, a process is executed to store the information of the determined stop result in the stop result address memory area.

[0306] If the result is neither a jackpot result nor a miss result corresponding to the reach display, i.e., if the result is a complete miss, the outline of the effect for a complete miss and the final symbol combination to be stopped are determined. Since this process corresponds to a complete miss, the stop symbols are determined so that a symbol combination corresponding to a jackpot result is not formed.

[0307] As already explained, during the high frequency support mode, most of the game balls launched to the right route are guided to the lower operating port 83b by the electric device 91. In addition, in the high frequency support mode, the variable display time for a game corresponding to a complete miss is shorter than in the low frequency support mode (see Figures 24(b) and (c)). In this way, the speed at which the game progresses is changed, enhancing the excitement of the game.

[0308] During the normal presentation mode, almost the entire display screen 253a of the symbol display device 253 is set as a variable symbol display area ME. In contrast, during the presentation mode (time-saving presentation mode) corresponding to the high-frequency support mode, as shown in the schematic diagram of FIG. 33(a), symbols are displayed in a reduced size in the upper right area (reduced display area SE) of the display screen 253a of the symbol display device 253, and the variable / static display of symbols is performed in the upper right area. A female character CP1 is displayed in the empty area (the central part of the display screen 253a) created by the reduced display of symbols, and this character CP1 performs a predetermined action (movement) as the game progresses. In this way, by significantly changing the display mode from the low-frequency support mode, differentiation is made between the normal presentation mode during the low-frequency support mode and the time-saving presentation mode during the high-frequency support mode.

[0309] Next, the flow of the presentation in the high frequency support mode will be explained with reference to Figures 33(b) and 34. Figure 33(b) is a timing chart showing the flow of the game, and Figure 34 is a schematic diagram showing the flow of the display presentation. Note that Figure 33(b) illustrates an example in which a game round corresponding to a losing result starts at each of the timings tb1, tb3, tb5, and tb7.

[0310] In the example shown in FIG. 33(b), at timing tb1 during the high frequency support mode, the variable display of the symbols that are statically displayed in the reduced display area SE of the symbol display device 253 (display screen 253a) begins. The girl character CP1 displayed in the lower right portion (initial position) of the display screen 253a begins to move across the display screen 253a from right to left in time with the start of the variable display of the symbols (see FIG. 34(a1)). In this embodiment, the configuration is such that the girl character CP1 transitions to a reach display after catching the fairy character CP2, but during the variable display of the symbols, an image is displayed in which the girl character CP1 moves around in search of the fairy character CP2.

[0311] At the timing of tb2, the symbol combination corresponding to the losing result is displayed as a final stop (confirmed display) in the reduced display area SE. Between the timing of tb2 and the timing of tb3 when the confirmed display time has elapsed, the character CP1 returns to its initial position (the lower right part of the display screen 253a).

[0312] A series of actions of the character CP1 displayed between the timings of tb1 and tb2 are stored as effect data in the character ROM 476 of the display control device 410. The timings of tb3 and tb4 and tb5 and tb6 are also game times corresponding to complete misses, and the same effect (search effect) as the timings of tb1 and tb2 is repeated using the effect data.

[0313] At timing tb7 after timing tb6, a game corresponding to a miss reach is started. On the display screen 253a of the symbol display device 253, at timing tb6, variable display of symbols in the reduced display area SE and animated display of characters in the variable display area ME are started. At timing tb8, when a predetermined time (for example, the same time as the variable display time shown at timings tb1 to tb2) has elapsed from timing tb7, a branching effect (capture effect) indicating the possibility of transitioning to a reach display is started.

[0314] Specifically, as shown in Figure 34(b), a fairy character CP2 is displayed on the display screen, and in the branching effect, a chase between a girl character CP1 and a fairy character CP2 is displayed on the display screen 253a. Whether or not the girl character CP1 is able to catch the fairy character CP2 after the chase indicates whether or not the game will transition to a reach display. In a game round that supports the reach display, a branching effect displays that the girl character CP1 has caught the fairy character CP2 (a success display), and in a game round that does not support the reach display, a branching effect displays that the girl character CP1 has let the fairy character CP2 escape (a failure display).

[0315] In the example shown in Figure 33(b), at timing tb9, a success display appears and transitions to a reach display. At timing tb9, a stage is displayed in the center of the display screen 253a, and a scoreboard is displayed above the stage. Then, a girl character CP1, which had been waiting (stopped) in the corner of the display screen 253a until then, moves toward the stage, and after reaching the stage, a singing performance is executed in which she sings a song (see, for example, Figure 34(b)).

[0316] When the singing performance ends, the numbers that were being displayed on the scoreboard are displayed as a static display, and the result of the current game is announced based on the statically displayed numbers (scores). Specifically, as shown in FIG. 34(b), if the current game corresponds to a jackpot result, "100 points" is displayed on the scoreboard, the variable display of the middle symbol row is stopped, and the symbol combination corresponding to the jackpot is displayed as a final static display. On the other hand, if the current game corresponds to a loss result, "0 points" is displayed on the scoreboard, and the variable display of the middle symbol row is stopped, and the symbol combination corresponding to the loss result is displayed as a final static display. In this way, the timing at which the symbols are displayed as a static display after the reach performance is synchronized with the timing at which the variable display of the symbols on the operation port display section of the main display unit 87 ends.

[0317] In the configuration shown in this embodiment, the variable display time may be set to 5 seconds in some game turns corresponding to a complete miss (see Figure 24). The sum of this variable display time and the fixed display time (1 second) matches the execution time (6 seconds) of the branching effect in a game turn corresponding to a reach display. In a game turn corresponding to a complete miss, after a failure display is executed in the branching effect, the game turn ends without transitioning to a reach display.

[0318] As already explained, the high-frequency support mode can be broadly divided into those that transition after the opening / closing execution mode corresponding to the result of a special jackpot, and those that transition after the opening / closing execution mode corresponding to the result of a normal jackpot. In the latter case, in particular, the mode transitions to the low-frequency support mode when the number of plays in the high-frequency support mode reaches a preset termination reference number. The time-saving presentation mode described above also ends with the transition to the low-frequency support mode. At the time of this transition, a presentation corresponding to the end of the time-saving presentation mode (an end suggestion presentation) is executed.

[0319] Specifically, as shown in FIG. 34(a2), in a game round related to the end of the time-saving presentation mode, the display screen 253a goes dark during the variable display and the fixed display. Then, when the fixed display ends, the darkening is lifted, the reduced display of the symbols is lifted, and the display switches to that corresponding to the normal presentation mode. The end suggestion presentation can also occur in game rounds other than the game round related to the end of the time-saving presentation mode. In this case, although the display screen 253a goes dark during the variable display and the fixed display, the time-saving presentation mode display continues after the darkening is lifted following the end of the fixed display (see FIG. 34(a2)→(a1)).

[0320] During the time-saving effect mode, an effect (preview effect) suggesting the content of the reserved information stored in the reserved ball storage area 432 of RAM 404 is executed with a predetermined probability before the start of the game round related to that reserved information. By executing an effect corresponding to reserved information that has not yet become the subject of a lottery before the game round related to that reserved information becomes the subject of a lottery, the player not only plays a game of checking the lottery results for the reserved information corresponding to the current game round, but also plays a game of checking or predicting the results of the reserved information that will become the subject of a lottery later, depending on the content of the effect, thereby diversifying the game. This can increase the attention to the game.

[0321] In order to enable such advance notice effects, the MPU 402 of the main control device 162 is configured to identify information such as whether or not the result corresponds to a jackpot result before the start of a game round related to the stored hold information. Below, with reference to the flowcharts of Figures 35 and 36, a supplementary explanation will be given of various processes for advance notice effects executed by the MPU 402 of the main control device 162, specifically, the confirmation process for hold notice and the hold command setting process executed as part of the information acquisition process (see Figure 19).

[0322] (Confirmation process for pending notice) As shown in Fig. 35, in the confirmation process for reservation notice, in step S1301, the activation reservation memory number N and the common reservation number CRN stored in the reservation number memory area of ​​the reservation ball storage area 432 are read, and the information on the reservation number is stored in the register of MPU 402. After that, in steps S1302 to S1306, it is confirmed whether or not the reservation information acquired by the current winning includes information on winning the jackpot. Specifically, first, in step S1302, based on the current winning at the operation ports 83a and 83b, the information for jackpot determination among the reservation information acquired in step S304 above, that is, the value of the already acquired winning random number counter C1, is grasped.

[0323] In the next step S1303, it is determined whether or not the mode is low probability. Specifically, it is determined whether or not the current win / loss lottery mode is low probability mode by determining whether or not a high probability mode flag is stored in the various flag storage area 435 of RAM 404. If the mode is low probability mode, the process proceeds to step S1304, where the win / loss table for low probability mode (FIG. 15(a)) and the information for determining a jackpot grasped in step S1302 (the value of the win random number counter C1) are referenced to determine whether the information is included in the information group corresponding to a jackpot win. If the mode is high probability mode, the process proceeds to step S1305, where the win / loss table for high probability mode (FIG. 15(b)) and the information for determining a jackpot grasped in step S1302 (the value of the win random number counter C1) are referenced to determine whether the information is included in the information set as a jackpot win.

[0324] After executing the processing of step S1304 or step S1305, the process proceeds to step S1306. If the information for determining the jackpot (the value of the winning random number counter C1) grasped in step S1302 corresponds to a jackpot win, an affirmative determination is made in step S1306, and the process proceeds to step S1307. After the jackpot information is stored in the register of MPU 402 in step S1307, the confirmation process for this pending notice ends.

[0325] In the process of step S1307, the information for determining the type of jackpot among the reserved information acquired in step S304 based on the current winning, i.e., the value of the acquired win type counter C2, is grasped, and the type of jackpot is determined by referring to the allocation table. The information stored in the register of MPU 402 in step S1407 includes information related to the type of jackpot.

[0326] If the information for determining a jackpot obtained in step S1302 (the value of the hit random number counter C1) does not correspond to a jackpot win, a negative determination is made in step S1306, and the process proceeds to step S1308. In step S1308, the information for determining a miss reach among the reserved information obtained in step S304 based on the current winning of the operation ports 83a and 83b, that is, the value of the reach random number counter C3 that has already been obtained, is obtained.

[0327] In the following step S1309, the reach determination table (reach determination information group) stored in the reach determination table storage area (reach determination information group storage means) of ROM 403 is referenced to determine whether the reach determination information (value of reach random number counter C3) grasped in step S1308 is included in the information set as a reach win.

[0328] After executing the process of step S1309, the process proceeds to step S1310, where it is determined whether the reach determination information obtained in step S1308 (the value of the reach random number counter C3) corresponds to the occurrence of a reach. If it corresponds to the occurrence of a reach, in step S1311 the reach occurrence information is stored in a register of MPU 402, and then this confirmation process is terminated. On the other hand, if it does not correspond to the occurrence of a reach, this confirmation process is terminated.

[0329] (Pending command setting process) Next, the process of setting a reserved command will be described with reference to Fig. 36. In the process of setting a reserved command, first, in step S1401, it is determined whether or not jackpot information is stored in a register of MPU 402, thereby determining whether or not the information for determining a jackpot was identified as corresponding to a jackpot in the immediately preceding confirmation process for reserved notice (Fig. 35). If jackpot information is stored, the process proceeds to step S1402, where a reserved command corresponding to a jackpot is set. The setting of the above command and the setting of various commands described later are performed by storing command information in a command setting area provided in RAM 404. The reserved command corresponding to a jackpot includes information regarding the type of jackpot.

[0330] On the other hand, if a negative determination is made in step S1401, that is, if it is determined that no jackpot information is stored in the register of MPU 402, the process proceeds to step S1403, where it is determined whether or not reach occurrence information is stored in the register of MPU 402, thereby determining whether or not the information for reach determination was identified as corresponding to reach occurrence in the immediately preceding confirmation process for hold notice (FIG. 35). If reach occurrence information is stored, a miss reach corresponding hold command is set in step S1404, and if reach occurrence information is not stored, a complete miss corresponding hold command is set in step S1405.

[0331] When setting a hold command in steps S1402, S1404, and S1405, the variable display time is determined by referring to the value of the variable type counter CS, and information related to the variable display time is stored in the hold command. When determining the variable display time, the variable display time table is referenced, as in the variable display time setting process shown in step S708 above. The hold command set in this manner is sent to the notification / performance control device 140, which can grasp the variable display mode of the symbols based on the hold command. As already explained, in the case of a complete miss, the variable display time may change depending on the number of hold information items stored when starting a game round related to the hold information. Therefore, when setting a hold command for a complete miss, a temporary variable display time is set.

[0332] The notification / effect control device 140 determines whether or not to perform a preview effect based on the hold command received from the main control device 162 and the lottery table for the preview effect. The lottery table for the preview effect is set so that the hold command corresponding to a complete miss result < the hold command corresponding to a reach miss result < the hold command corresponding to a jackpot result increases in this order. As with the pseudo continuous variation display described above, six patterns of effects are provided for the preview effect: white, blue, yellow, green, red, and rainbow. The expected probability of a jackpot result increases in this order: white < blue < yellow < green < red < rainbow. Note that, among the effect colors in the preview effect, green through rainbow correspond to a reach display, and rainbow corresponds to a jackpot, similar to the pseudo continuous variation display. The effect will not turn green or higher if a reach display is not confirmed to occur, and the effect will not turn rainbow if a jackpot is not confirmed.

[0333] If a hold command is received when no effect is occurring, a decision is made as to whether or not to generate the effect in a game play prior to the game play related to the hold command, and if a hold command is received when an effect is occurring, a decision is made as to whether or not to rank up the color of the effect in a game play prior to the game play related to the hold command. Once an effect has occurred, it is erased when either the mode transition effect or the reach effect described above occurs.

[0334] It should be noted that, while the pseudo-continuous variation display is configured so that the effect display is completed within one game turn, the preview effect differs in that the effect display continues across multiple game turns. Also, in the pseudo-continuous variation display, the number of pseudo-continuous variations and the color of the effect match, but in the preview effect, the number of game turns consumed during the preview effect and the color of the effect do not necessarily match. In other words, in the preview effect, the color of the effect may not change (step up) even if the game turns progress.

[0335] Here, an outline of the preview effect will be explained with reference to the schematic diagram of Figure 37(a). Figure 37(a) illustrates a case where there are two pieces of reserved information waiting after the current game round, and the preview effect is started with the second piece of reserved information (reserved information corresponding to the jackpot result) as a trigger.

[0336] When the symbol combination corresponding to the losing result is finally displayed (confirmed display), the next pending information (winning result) triggers the preview effect to start. In this preview effect, a white effect is added to the display screen 253a along the periphery of the display screen 253a. This effect will be carried over to the next game.

[0337] When the game moves to the next round and the symbol combination corresponding to the losing result is finally displayed (confirmed display), the color of the effect changes from white to blue. This indicates that the possibility of a reach display (jackpot) occurring has increased. This effect will be carried over to the next round (i.e., the round that triggered the hold notice). For the round in question, the effect corresponds to the reach display, and the effect currently displayed will be erased when the round in question (reach display) ends.

[0338] In this embodiment, the variable display time corresponding to the reach display in the high frequency support mode is set to be shorter than the variable display time corresponding to the reach display in the low frequency support mode, thereby speeding up the progress of the game. Specifically, as shown in Figure 37(b), the variable display time corresponding to the reach display in the low frequency support mode is set to 18 seconds to 28 seconds, while in the high frequency support mode, the variable display time corresponding to the reach display is unified to 17 seconds. Furthermore, all reach displays executed in the high frequency support mode are configured to be the above-mentioned Super Reach D.

[0339] Here, in the normal game state corresponding to the low frequency support mode, the presentation mode becomes the special presentation mode, and the main presentation, including the reach display, becomes the same as in the time-saving presentation mode. This makes it possible to give the player the impression that the time-saving presentation mode is occurring during the normal game state corresponding to the low frequency support mode, and prevents the game from becoming monotonous in the normal game state corresponding to the low frequency support mode.

[0340] However, because the special effect mode is merely a mode executed during the low-frequency support mode, even if an effect similar to that in the special effect mode (Super Reach D) is executed, the variable display time is not shortened accordingly. In other words, even if the variable display time corresponding to any of Normal Reach A, Normal Reach B, Super Reach A, Super Reach B, and Super Reach C is set in the main control device 162, the notification / effect control device 140 is configured to execute Super Reach D instead of each of these reaches based on the fact that the effect mode is the special effect mode. In this case, there will be a difference in variable display time between the Super Reach D executed in the high-frequency support mode and the Super Reach D executed in the special effect mode. One of the features of this embodiment is that by making good use of this difference, the flow of effects in the special effect mode is devised to approximate the flow of effects in the time-saving effect mode. The configuration of the special effect mode will be described below.

[0341] First, returning to the explanation of the fluctuation start processing in Figure 28, if a positive judgment is made in step S1104 of the fluctuation start processing, that is, if a special effect mode flag is stored in the various flag storage area 466 of RAM 444, the process proceeds to step S1106. In step S1106, a performance determination process for the special effect mode is executed. After the performance determination process is executed in step S1106, a stop result command and a pattern command are set based on the determined content in step S1108, and after the game number performance start process is executed in step S1109, the fluctuation start process is terminated. Here, the performance determination process for the special effect mode will be explained with reference to the flowcharts of Figures 38 and 39.

[0342] (Performance determination process for special performance mode) As shown in Figure 38(a), in the effect determination process for the special effect mode, it is determined in step S1501 whether or not the current game round corresponds to a jackpot result (i.e., a special jackpot result or a normal jackpot result). If a negative determination is made in step S1501, the process proceeds to step S1502. In step S1502, it is determined whether or not the current game round corresponds to a miss reach. If a positive determination is made in either step S1501 or step S1502, the special effect setting process for a reach is executed in step S1503. On the other hand, if a negative determination is made in both step S1501 and step S1502, that is, if the current game round corresponds to a complete miss, the special effect setting process for a complete miss is executed in step S1504.

[0343] (Special effect setting process for reach) As shown in Figure 38(b), in the special effect setting process for reach, first, in step S1511, the time from the start of variation to the transition to reach display is specified. As already explained, in the special effect mode, the reach display is unified to Super Reach D. In other words, even if the main control device 162 specifies any value between 18 seconds and 28 seconds as the variable display time, Super Reach D will be executed (see Figure 37(b)). In this embodiment, the execution time of the reach display in Super Reach D is specified to be 10 seconds, and the time required to transition to reach display is specified by subtracting the execution time of Super Reach D from the variable display time in this game round.

[0344] In the next step S1512, the value obtained by dividing the time required to transition to the reach display by the reference time is calculated, i.e., the number of divisions (hereinafter, each divided section is also referred to as a "part") obtained by dividing the section before the reach display in that game turn by the reference time. Here, a supplementary explanation of the reference time is provided with reference to FIG. 24(c). As described above, in the high-frequency support mode, most of the game balls launched to the right route are supported by the electric device 91 and enter the lower actuation port 83b. Therefore, when game balls are continuously launched to the right route during the high-frequency support mode, the number of reserved balls related to the lower actuation port 83b fluctuates between "2" and "4," and the variable display time and fixed display time are 1 second for most game turns. In other words, the time required for one game turn is often 2 seconds.

[0345] The character ROM 476 of the notification / effect control device 140 stores an effect (a video of a girl character CP1 moving back and forth on the display screen 253a) with a playback time of 2 seconds, and this effect is configured to be repeatedly played in the time-saving effect mode corresponding to the high-frequency support mode. This time is the reference time. In the following explanation, the above-mentioned video and the symbol fluctuation and stop displays (including both temporary stop displays and final displays) that are performed in parallel with this video are referred to as the "first special effect." Note that during the temporary stop display in the special effect mode, a symbol combination corresponding to a complete miss is displayed to resemble the time-saving effect mode. Incidentally, in the special effect mode, a configuration is realized in which the first special effect, etc. are used to make it appear as if the game rounds are progressing one after another in a pseudo-manner, and these individual fluctuations are also referred to as "pseudo fluctuations" or "unit displays."

[0346] For example, if the variable display time is 18 seconds, the time required until the reach display is 8 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "4." If the variable display time is 20 seconds, the time required until the reach display is 10 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "5." If the variable display time is 22 seconds, the time required until the reach display is 12 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "6." If the variable display time is 24 seconds, the time required until the reach display is 14 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "7." If the variable display time is 26 seconds, the time required until the reach display is 16 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "8." If the variable display time is 28 seconds, the time required until the reach display is 18 seconds, and when this is divided by the reference time (2 seconds), the number of divisions becomes "9."

[0347] In the next step S1513, the upper limit (number of consecutive times) that the first special effect can be executed consecutively in the section before the transition to the reach display is set by referring to the consecutive times setting table and the random numbers for lottery stored in the ROM 443. Specifically, the first and second consecutive times that the first special effect can be executed consecutively are set.

[0348] In this embodiment, the first and second consecutive counts indicate the number of times the first special effect is executed consecutively without the second special effect or the third special effect described later. For example, if the first special effect is executed once, the first consecutive count is "1," and if the first special effect is executed twice in a row, the second consecutive count is "2." In contrast, the number of consecutive display changes from the first special effect, which is set to "0," until the second or third special effect ends is referred to as the "continuous change count," and is distinguished from the consecutive count. For example, if the first special effect is executed once, the continuous change count is "0," if the first special effect is executed twice in a row, the continuous change count is "1," and if the first special effect is executed twice in a row and then the second special effect is executed, the continuous change count is "2." Incidentally, in each of the figures such as Figures 40 and 41 referred to in the following explanation, the continuous change count for each part is represented by a number.

[0349] If the game round corresponds to a miss reach, a consecutive number setting table for a miss reach stored in ROM 443 is referenced. The consecutive number setting table for a miss reach has "1" to "5" set as the first consecutive number, and one of these five options is set as the first consecutive number in the game round.

[0350] If the game round corresponds to a winning reach, a consecutive number setting table for a winning reach stored in ROM 443 is referenced. The consecutive number setting table for a winning reach has "1" to "6" set as the first consecutive number, and one of these six candidates is set as the first consecutive number in the game round.

[0351] In the consecutive number setting table for miss reaches, the selection probability increases in the order of "5" < "4" < "3", "2", "1", and in the consecutive number setting table for hit reaches, the selection probability increases in the order of "1" < "2" < "3" < "6" < "5" < "4". Therefore, the higher the consecutive number, the higher the expectation of a jackpot. Note that a consecutive number of "6" corresponds to a jackpot, and when the consecutive number of "6", that is, when the number of consecutive variations including the second special effect, reaches "6", it is clearly indicated that a jackpot has been confirmed at that point. Incidentally, in this embodiment, when the number of consecutive variations reaches "6", the effect described below becomes rainbow-colored.

[0352] Details will be described later, but in this embodiment, the first special effects group may be divided into two parts by inserting a second special effect in the section before the reach display. The second consecutive number of times defines, for example, the upper limit of the number of consecutive first special effects in the first half of such a divided section. The second consecutive number of times is set to "3" with the following exceptions.

[0353] The second consecutive number of times other than "3" can be set if the first consecutive number of times corresponds to a jackpot and is "5" or more. In such cases, the second consecutive number of times may be increased to the same number as the first consecutive number of times. If the second consecutive number of times is increased from "3" to "4" to "6", it may happen that the number of times reaches "4" but does not develop into a super reach. This acts as a confirmation that a jackpot will occur immediately afterwards.

[0354] The RAM 444 of the notification / effect control device 140 is provided with a continuity counter that stores the number of times (continuous results) the first special effect was executed before the start of the current game round (e.g., in the immediately preceding game round), specifically, the number of times (continuous results) the first special effect was repeated without any other effects in between. The continuity counter is configured to increment by "1" each time the first special effect is executed and to be cleared to "0" when an effect other than the first special effect (e.g., a second special effect or a third special effect, described below) is executed. For example, even if the first special effect was executed consecutively over multiple game rounds executed before the current game round, i.e., the first special effect was repeated without any other special effects in between, the continuity counter is incremented each time the first special effect is executed. In the following step S1514, the continuity counter is referenced to identify the continuity result.

[0355] Thereafter, in step S1515, a pattern setting process for reach effects (reach effect pattern setting process) is executed, and then the special effect setting process is terminated. Here, the reach effect pattern setting process will be described with reference to the flowchart of FIG.

[0356] (Reach performance pattern setting process) In the reach effect pattern setting process, first, in step S1601, the section (divided part) before the reach effect display in the relevant game round is divided into two sections. Specifically, when Super Reach D is executed in the special effect mode, a branching effect (hereinafter also referred to as the second special effect) is passed through, as in the time-saving effect mode. The execution time of the second special effect (6 seconds in this embodiment) is an integer multiple of the above-mentioned part (reference time). Therefore, the multiple parts before Super Reach D are used for the second special effect, and the section before the reach effect display is divided into a first half section (first section) for the above-mentioned first special effect and a second half section (second section) for the branching effect. Incidentally, the remaining time obtained by subtracting the execution time of the second special effect from the section before the reach effect display is the time available for executing the first special effect in the first half section.

[0357] After dividing the section into the first half section and the second half section in step S1601, the process proceeds to step S1602. In step S1602, it is determined whether the number of parts constituting the first half section is equal to or greater than the upper limit of the consecutive number of times (first consecutive number) set in step S1513. As will be described in detail later, if the first special effect is applied to all parts constituting the first half section and the consecutive number of times exceeds the first consecutive number, the flow of the performance is likely to feel unnatural. Therefore, if there is at least a possibility that the number of times exceeds the first consecutive number, a performance pattern is determined by allocating a second special effect to one of the above parts to prevent the first special effect from being repeated more than the first consecutive number. For example, the first special effect group is divided into two parts by inserting a second special effect between consecutive first special effects.

[0358] If the determination in step S1602 is affirmative, the process proceeds to step S1603. In step S1603, the value of the continuation counter is referenced to determine whether the continuation result from the previous game is "0", that is, whether the previous game ended with anything other than the first special effect.

[0359] If the value of the continuous counter is "0," in step S1604, the effect pattern for this game round (the allocation pattern for the first special effect and the second special effect) is determined without considering the flow from the previous game round. Specifically, the ROM 443 of the notification / effect control device 140 stores first special pattern tables according to various conditions such as the result of the winning lottery, the upper limit number, the number of parts in the first half section, etc., and in the processing of step S1604, one of these first special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by referring to the selected first special pattern table. The first special pattern tables are broadly divided into a table group corresponding to a jackpot result and a table group corresponding to a loss result.

[0360] In the table group corresponding to the jackpot result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when the second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be large among the first special effect group (part) divided into before and after by the second special effect.

[0361] For example, if the number of games corresponding to the jackpot result is "6" for the first consecutive number of times, "2" for the second consecutive number of times, and "6" for the number of parts in the first half section, a table corresponding to these conditions is selected from the first special pattern table group. The first special pattern table corresponding to these various conditions has presentation patterns A1, B1, C1, and D1 (see Figure 40(a)).

[0362] The effect pattern A1 is configured to apply the first special effect to all parts 1 through 6, and the second special effect is prevented from intervening between consecutive first special effects. When a game is played using this effect pattern A1, the first special effect is repeated six times before the game moves to the second section, as shown in Example 1 in the schematic diagram of FIG. 41. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol sequence changes in the reduced display area SE (see FIG. 33(a)). A symbol combination corresponding to a miss is temporarily displayed for a predetermined change display time (1 sec). This process is repeated six times, resulting in six consecutive changes, including the second special effect executed in the second section. Then, after the second special effect, Super Reach D is executed.

[0363] In effect pattern B1, the first special effect is applied to the first section, the second special effect to the second and fourth sections, and the first special effect to the fifth and sixth sections, respectively. The first special effect group is divided into two sections by the second special effect. In effect pattern B1, as shown in Example 2 in the schematic diagram of FIG. 41, the first special effect is executed at the beginning of a game round, followed by the second special effect. The first special effect is repeated twice before the transition to the second section. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol sequence changes in the reduced display area SE (see FIG. 33(a)). A symbol combination corresponding to a miss is temporarily displayed after a predetermined change display time (1 sec). This process is executed twice just before the second section, and the number of consecutive changes, including the second special effect executed in the second section, is two. After the second special effect, the Super Reach D is executed.

[0364] The effect pattern C1 is configured to apply the first special effect to the first and second parts, the second special effect to the third and fifth parts, and the first special effect to the sixth part, with the first special effect being separated into two parts by the second special effect. The effect pattern D1 is configured to apply the second special effect to the first and third parts, and the first special effect to the fourth and sixth parts, with the second special effect being executed at the beginning, followed by the first special effect.

[0365] In the first special pattern table corresponding to the winning results detailed above, the number of times the first special effect appears in succession before a reach is displayed increases in the order of effect pattern C1 < effect pattern B1 < effect pattern D1 < effect pattern A1, and the selection rate of each effect pattern also increases in the order of effect pattern C1 < effect pattern B1 < effect pattern D1 < effect pattern A1.

[0366] In the table group corresponding to a miss result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when a second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be smaller in the first special effect group (part) divided into before and after by the second special effect.

[0367] In this way, one game round is divided into a plurality of game rounds, and the game rounds are configured to appear to progress at short intervals, thereby giving the player the impression that they are in a time-saving presentation mode.

[0368] Returning to the explanation of step S1603 in Fig. 39, if a negative determination is made in step S1603, and the previous game round ended with the first special effect (the value of the consecutive counter is not 0), the effect pattern for this game round (the allocation pattern for the first special effect and the second special effect) is determined in consideration of the flow from the previous game round in step S1605. Specifically, the ROM 443 of the notification / effect control device 140 stores second special pattern tables according to various conditions such as the result of the winning lottery, the upper limit number, the number of parts in the first half section, and the consecutive results from the previous game round, and in the processing of step S1604, one of these second special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by referring to the selected second special pattern table.

[0369] The second special effect pattern table is roughly divided into a table group corresponding to a jackpot result and a table group corresponding to a miss result, similar to the first special effect pattern table. For either table group, the intervention point of the second special effect is specified so that the number of consecutive times does not exceed the upper limit (first consecutive times) when taking into account the previous game times.

[0370] In the table group corresponding to the jackpot result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when the second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be large among the first special effect group (part) divided into before and after by the second special effect.

[0371] For example, if the game number corresponding to the jackpot result, the first consecutive number of times is "6", the second consecutive number of times is "6", the number of parts in the first half section is "6", and the consecutive number of times from the previous game number is "1", the second special pattern table corresponding to these various conditions is referenced (see Figure 40(b)). The second special pattern table corresponding to these various conditions has presentation patterns A2, B2, and C2.

[0372] The effect pattern A2 is configured to apply the second special effect to the first through third parts and the first special effect to the fourth through sixth parts, respectively. The second special effect is executed at the beginning, followed by the first special effect. When a game round is executed using this effect pattern A2, as shown in Example 1 of the schematic diagram in Figure 42, the second special effect is executed at the beginning of the first section, thereby interrupting the continuation from the previous game round before reaching the upper limit. In the first section, the first special effect is repeated three times between the end of the second special effect and the transition to the second section. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol sequence fluctuates in the reduced display area SE (see Figure 33(a)). A symbol combination corresponding to a miss is temporarily displayed after a predetermined fluctuating display time (1 sec). This sequence is executed three times, resulting in a total of three consecutive special effects, including the second special effect executed in the second section. After the second special effect, Super Reach D is executed.

[0373] The effect pattern B2 is configured to apply the first special effect to the first part, the second special effect to the second and fourth parts, and the first special effect to the fifth and sixth parts, respectively, with the first special effect being divided into two parts by the second special effect. When effect pattern B2 is executed as the effect pattern, as shown in Example 2 of the schematic diagram in Figure 42, the first special effect is executed once at the beginning of the first section, and then the second special effect is executed. This second special effect breaks the continuity from the previous game before reaching the upper limit. In the first section, the first special effect is repeated twice after the second special effect ends and before the transition to the second section begins. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol sequence fluctuates in the reduced display area SE (see FIG. 33(a)) described above, and the symbol combination corresponding to the miss result is temporarily stopped and displayed for a predetermined fluctuating display time (1 sec). This sequence is executed twice, and the number of consecutive times including the second special effect executed in the second section is two. Then, after the second special effect, Super Reach D is executed.

[0374] In effect pattern C2, the first special effect is applied to parts 1 and 2, the second special effect to parts 3 and 5, and the first special effect to part 6, with the first special effect being divided into two groups by the second special effect. At the beginning of section 1, the first special effect is executed twice, and then the second special effect is executed. As a result, the number of consecutive wins from the previous play is four with the second special effect. Normally, four consecutive wins would lead to a Super Reach D, but in effect pattern C2, the first special effect is executed again after the second special effect, and the win does not progress to a Super Reach D. This effect pattern C2 is one of the contradictory effects mentioned above.

[0375] In the second special pattern table corresponding to the winning result described above, the number of times the first special effect appears in succession before the reach display increases in the order of effect pattern B1 < effect pattern A1, and the selection rate of each effect pattern also increases in the order of effect pattern B1 < effect pattern A1. In contrast, in the second special pattern table corresponding to the losing result, the number of times the first special effect appears in succession before the reach display is configured to be less than the second special pattern table corresponding to the winning result. Note that the selection rate of effect pattern C2 is configured to be lower than the selection rates of effect pattern A2 and effect pattern B2.

[0376] In the table group corresponding to a miss result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when a second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be smaller in the first special effect group (part) divided into before and after by the second special effect.

[0377] In this way, one game round is divided into a plurality of game rounds, and the game rounds are configured to appear to progress at short intervals, thereby giving the player the impression that they are in a time-saving presentation mode.

[0378] Returning to the explanation of step S1602 in Fig. 39, if a negative determination is made in step S1602, i.e., if the number of parts in the first half section is less than the upper limit of the number of consecutive times, the process proceeds to step S1606. In step S1606, the value of the consecutive counter is referenced to determine whether the consecutive result from the previous game is 0, i.e., whether the previous game ended with something other than the first special effect.

[0379] If the value of the continuous counter is 0, in step S1607, the effect pattern for this game round (the allocation pattern for the first special effect and the second special effect) is determined without considering the flow from the previous game round. Specifically, the ROM 443 of the notification / effect control device 140 stores third special pattern tables according to various conditions such as the result of the winning lottery, the upper limit number, the number of parts in the first half section, etc., and in the processing of step S1607, one of these third special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by referring to the selected third special pattern table. The third special pattern tables are broadly divided into a table group corresponding to a jackpot result and a table group corresponding to a loss result.

[0380] In the table group corresponding to the jackpot result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when the second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be large among the first special effect group (part) divided into before and after by the second special effect.

[0381] In the table group corresponding to a miss result, a difference is made in the selection rate so that a pattern with a smaller number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a larger number of consecutive first special effects, and when the second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be smaller in the first special effect group (part) divided into before and after by the second special effect.

[0382] The third special pattern table has the same basic configuration as the first special pattern table, but the selection rate of effect patterns with a large number of consecutive first special effects executed before the transition to reach display is biased toward effect patterns with a small number of consecutive first special effects. Compared to game times when the first special pattern table is referenced, game times when the third special pattern table is referenced tend to have fewer parts in the first half section. By increasing the bias in the selection rate as described above, it is possible to increase the number of consecutive times and the number of consecutive changes before the reach display, even if the number of parts in the first half section is small.

[0383] Returning to the explanation of step S1606, if a negative determination is made in step S1606, i.e., if the previous game round ended with something other than the first special effect (the continuous counter is not 0), the effect pattern for this game round (the allocation pattern for the first special effect and the second special effect) is determined in step S1608, taking into account the flow from the previous game round. Specifically, the ROM 443 of the notification / effect control device 140 stores fourth special pattern tables according to various conditions such as the result of the winning lottery, the upper limit number, and the number of parts in the first half section. In the processing of step S1607, one of these fourth special pattern tables corresponding to the current conditions is selected, and the effect pattern is determined by referring to the selected fourth special pattern table. The fourth special pattern tables are broadly divided into a table group corresponding to a jackpot result and a table group corresponding to a losing result.

[0384] In the table group corresponding to the jackpot result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when the second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be large among the first special effect group (part) divided into before and after by the second special effect.

[0385] In the table group corresponding to a miss result, a difference is made in the selection rate so that a pattern with a large number of consecutive first special effects before the transition to the reach display is more likely to be selected than a pattern with a small number of consecutive first special effects, and when a second special effect is intervened to limit the number of consecutive times according to the above upper limit, the number of consecutive first special effects after the second special effect is likely to be smaller in the first special effect group (part) divided into before and after by the second special effect.

[0386] The fourth special pattern table has the same basic configuration as the second special pattern table, but the selection rate of effect patterns with a large number of consecutive first special effects executed before the transition to reach display is biased toward effect patterns with a small number of consecutive first special effects. Compared to game times when the second special pattern table is referenced, game times when the fourth special pattern table is referenced tend to have fewer parts in the first half section. By increasing the bias in the selection rate as described above, it is possible to earn a large number of consecutive first special effects before the reach display even if the number of parts in the first half section is small.

[0387] As detailed above, by dividing one game session into multiple game sessions and creating a structure that makes it appear as if the game sessions are progressing at a short pace, the player can be given the impression that they are in a time-saving presentation mode.

[0388] After executing the processes of steps S1604 to S1608, the process proceeds to step S1609, where an effect setting process is executed. In the special effect mode of this embodiment, under the circumstances where the first special effect is repeated, an effect may be displayed on the display screen 253a of the symbol display device 253 along the periphery of the display screen 253a. As with the effects displayed during the pseudo continuous variation display in the normal effect mode, six colors in total are provided for this effect: white, blue, yellow, green, red, and rainbow, and the order of the expected probability of a jackpot increases in white < blue < yellow < green < red < rainbow.

[0389] In the effect setting process of step S1609, the color of the final effect and its step-up pattern are determined based on the current game result and the presentation pattern determined in steps S1604 to S1608. In the case of a jackpot result, the final effect is more likely to be selected in the following order: white < blue < yellow < rainbow < green < red. The effect set in step S1609 is canceled when the reach display for this game ends.

[0390] Incidentally, the effects displayed during the special effect mode may also be displayed in the game corresponding to a complete miss result. The effects that begin to be displayed in the game corresponding to a complete miss result are generally canceled when the second special effect, the third special effect, or the end of the reach display is reached, and are not canceled when the first special effect is repeated. Therefore, the effect display may continue across game times. Taking such circumstances into consideration, in the special effect mode, the number of consecutive first special effects and the number of step-ups of the effect may not necessarily match, and the number of step-ups may be reduced by keeping the color of the effect constant.

[0391] In the case of a missed reach, the colors most likely to be selected are red < green < yellow < blue < white, with rainbow not being a possible choice. Also, as will be explained in more detail later, in the case of a complete miss, the final effect is most likely to be selected in the order of yellow < blue < white, with green, red, and rainbow not being a possible choice. In the normal presentation mode, rainbow colors correspond to a jackpot, and green, red, and rainbow colors correspond to a super reach. By removing some colors from the possible choices depending on the game result, a correlation is created between the display of effects in the normal presentation mode and the display of effects in the special presentation mode.

[0392] Returning to the explanation of the effect determination process for the special effect mode shown in Figure 38(a), if a negative judgment is made in both step S1501 and step S1502, that is, if the game round corresponds to a complete miss result, the process proceeds to step S1504. After executing the special effect setting process for a complete miss in step S1504, the effect determination process for this special effect mode ends. Here, the special effect setting process for a complete miss will be explained with reference to the flowchart in Figure 43.

[0393] (Special effect setting process for complete miss) In the process of setting the special effect for complete misses, first, in step S1701, the number of divisions (number of parts) is calculated by dividing the variable display time of the game by the reference time (2 seconds), which is the execution time of the first special effect. If a remainder occurs after the division, this is rounded up to the nearest whole number of divisions. This is a device that uses part of the fixed display time (2 seconds) after the variable display time as the execution time of the first special effect, etc. In consideration of this situation, it can also be said that the calculation in step S1701 divides the entire section, which is the sum of the variable display time and the fixed display time (2 seconds), by the reference time. In this case, the remainder is rounded down.

[0394] For example, if the fluctuation display time is 17 seconds, the number of divisions when this is divided by the base time is 8 remainder 1, which is rounded up to "9". In other words, if the fluctuation display time is 17 seconds, the number of parts is "9". If the fluctuation display time is 15 seconds, the number of divisions when this is divided by the base time is 7 remainder 1, which is rounded up to "8". In other words, if the fluctuation display time is 15 seconds, the number of parts is "8". If the fluctuation display time is 3 seconds, the number of divisions when this is divided by the base time is 1 remainder 1, which is rounded up to "2". In other words, if the fluctuation display time is 3 seconds, the number of parts is "2". If the fluctuation display time is 1 second, the number of divisions when this is divided by the base time is 0 remainder 1, which is rounded up to "1". In other words, if the fluctuation display time is 1 second, the number of parts is "1".

[0395] In the next step S1702, the number of consecutive times (upper limit) that the first special effect can be executed in succession in this game round is set by referring to the consecutive number setting table for complete misses stored in ROM443 and the random number for the lottery.

[0396] The consecutive number setting table for complete misses has consecutive numbers of "1" to "3", and one of these three options is set as the upper limit for this game round. The consecutive number setting table for complete misses is configured so that the selection probability increases in the order of "1" < "2" < "3". Even if the upper limit is set high due to factors such as the balance with the variable display time and the influence of consecutive results in the previous game round, the actual consecutive number will be lower than that. Therefore, in game rounds corresponding to complete misses, the selection probability is intentionally specified so that the upper limit is likely to be high, thereby suppressing the frequent intervention of the second special effect and the like.

[0397] In the next step S1703, the continuous counter provided in RAM 444 of the notification / effect control device 140 is referenced to determine the number of times (continuous result) the first special effect was executed before the start of this game round (for example, in the immediately preceding game round), or more specifically, the number of times (continuous result) the first special effect was repeated without any other effects in between.

[0398] After executing the processing of step S1703, the process proceeds to step S1704, where it is determined whether or not this game round is the final game round in the special effect mode. Specifically, it is determined whether or not a special effect mode end flag is stored in the various flag storage area 466 of the RAM 444. The special effect mode end flag is a flag stored in step S1209 of the special effect mode processing (see FIG. 29).

[0399] If a negative determination is made in step S1704, the process proceeds to step S1705. In step S1705, it is determined whether subsequent reserved information is stored. If a negative determination is made in step S1705, the process proceeds to step S1706. In step S1706, it is determined whether the above-mentioned effect is displayed on the display screen 253a of the symbol display device 253. If a negative determination is made in step S1704 or an affirmative determination is made in step S1705, the process proceeds to step S1707, where the first setting process is executed, and then the complete miss effect pattern setting process is terminated. In other words, if it is not the final game in the continuous effect mode, and subsequent reserved information exists, or if there is no subsequent reserved information but no effect has been generated, the first setting process is executed. Here, the first setting process will be described with reference to FIG. 44.

[0400] (First setting process) In the first setting process, first, in step S1801, it is determined whether the total number of parts is equal to or greater than the upper limit of the consecutive number of times. If the determination in step S1801 is affirmative, the process proceeds to step S1802. In step S1802, it is determined whether the value of the consecutive counter is 0, i.e., whether consideration is required for the flow of the previous game round.

[0401] If it is determined in step S1802 that the value of the continuation counter is "0," i.e., if the previous game round ended with something other than the first special effect, the process proceeds to step S1803. In step S1803, a fifth special pattern table stored in ROM 443 is referenced to determine the effect pattern (the allocation pattern for the first special effect and the second special effect). Each fifth special pattern table is set according to various conditions such as the upper limit of the number of consecutive times and the total number of parts. In the process of step S1803, one of the fifth special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by reference to the selected fifth special pattern table.

[0402] For example, if the upper limit of consecutive times is "3" and the total number of parts is "9," a pattern that corresponds to those conditions is selected from each of the fifth special pattern tables. The fifth special pattern tables that correspond to these various conditions are provided with effect patterns A5, B5, C5, D5, E5, F5, and G5 (see Figure 45(a)).

[0403] In effect pattern A5, the first special effect is applied to parts 1 through 3, the second special effect to parts 4 through 6, and the first special effect to parts 7 through 9, respectively. The first special effect group is divided into two groups by the second special effect. In effect pattern A5, as shown in Example 1 in the schematic diagram of FIG. 46, the first special effect is executed three times at the beginning of a game round, followed by the second special effect. Between the second special effect and the end of the game round, the first special effect is repeated three times. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol row fluctuates in the reduced display area SE (see FIG. 33(a)). After a predetermined variable display time (1 sec) has elapsed, a symbol combination corresponding to a losing result is temporarily displayed. This process is executed three times, with the second special effect sandwiched between them. In other words, the number of consecutive changes in the first half of the game, including the second special effect, becomes "3", and the number of consecutive changes in the second half of the game becomes "2". The game will end with the number of consecutive changes being "2".

[0404] The effect pattern B5 is configured to apply the first special effect to parts 1 and 2, the second special effect to parts 3 and 5, the first special effect to part 6, and the second special effect to parts 7 and 9. In this effect pattern B5, the first special effect is executed twice at the beginning of a game round, and then the second special effect is executed again after one first special effect.

[0405] The effect pattern C5 is configured to apply the first special effect to the first part, the second special effect to the second to fourth parts, the first special effect to the fifth and sixth parts, and the second special effect to the seventh to ninth parts. In this effect pattern C5, the first special effect is executed once at the beginning of a game round, and then the second special effect is executed again after two first special effects.

[0406] The effect pattern D5 is configured to apply the first special effect to the first part, the second special effect to the second to fourth parts, the first special effect to the fifth part, the second special effect to the sixth to eighth parts, and the first special effect to the ninth part. In this effect pattern D5, the first special effect and the second special effect are executed alternately.

[0407] The effect pattern E5 is configured to apply the second special effect to parts 1 to 3, the first special effect to parts 4 to 6, and the second special effect to parts 7 to 9. In this effect pattern E5, the second special effect is executed at the beginning of a game round, then the first special effect is executed three times, and then the second special effect is executed again.

[0408] The effect pattern F5 is configured to apply the second special effect to parts 1 to 3, the first special effect to parts 4 and 5, the second special effect to parts 6 and 8, and the first special effect to part 9. In this effect pattern F5, the second special effect is executed at the beginning of a game round, and then the first special effect is executed twice, and then the second special effect is executed, and then the first special effect is executed once again.

[0409] The effect pattern G5 is configured to apply the second special effect to parts 1 to 3, the first special effect to part 4, the second special effect to parts 5 to 7, and the first special effect to parts 8 to 9. In this effect pattern G5, the second special effect is executed at the beginning of a game round, and then the first special effect is executed once, and then the second special effect is executed, and then the first special effect is executed twice again.

[0410] In this way, by using the first special effect and the second special effect together to make one game session appear to be divided into multiple game sessions, the player can be given the impression that they are in a time-saving mode.

[0411] In the fifth special pattern table described above, the number of times the second special effect is executed (part occupancy rate) in effect pattern A5 is less than effect patterns B5, C5, D5, E5, F5, and G5, and the selection rate of each effect pattern is set so that effect patterns B5, C5, D5, E5, F5, and G5 are less than effect pattern A5. This prevents the frequency of occurrence of the second special effect from becoming excessively high.

[0412] Furthermore, in the fifth special pattern table, a game round ends with either the first special effect or the second special effect. However, if the game round ends with the second special effect, the maximum number of consecutive changes is "3," and if the game round ends with the first special effect, the maximum number of consecutive changes is "2." The reason for providing a pattern in which a game round ends with the first special effect is to ensure an opportunity to carry over the number of consecutive changes to the next game round, assuming that the next game round is coming up. However, in this configuration, it may be necessary to secure time to end the consecutive changes in the next game round. As will be described in detail later, in this embodiment, in addition to the second special effect, a third special effect is provided as a special effect that triggers the end of the consecutive changes, which has a shorter required time than the second special effect. The required time for this third special effect is set so that it can be executed even if the display time for the next game round is the shortest (for example, 1 second). This ensures that even if the continuous fluctuation is carried over to the next game round, there will be an opportunity to end the continuous fluctuation in the next game round.

[0413] Returning to the explanation of FIG. 39, if a negative determination is made in step S1802, that is, if the previous game play ended with the first special effect (if the consecutive result is not "0"), the process proceeds to step S1804. In step S1804, a sixth special pattern table stored in ROM 443 is referenced to determine the effect pattern (the allocation pattern of the first special effect and the second special effect). The sixth special pattern table is set according to various conditions such as the upper limit of the consecutive number of times, the total number of parts, and the consecutive result from the previous game play. In the process of step S1804, one of the sixth special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by reference to the selected sixth special pattern table.

[0414] For example, if the upper limit is "3," the total number of parts is "9," and the consecutive result from the previous game is "1," a corresponding sixth special pattern table is selected. The sixth special pattern tables corresponding to these various conditions are provided with presentation patterns A6, B6, C6, D6, and E6 (see Figure 45(b)).

[0415] The effect pattern A6 is configured to apply the first special effect to the first part, the second special effect to the second and fourth parts, the first special effect to the fifth and sixth parts, and the second special effect to the seventh and ninth parts. In this effect pattern A6, as shown in Example 2 in the schematic diagram of FIG. 46, the first special effect is executed once at the beginning of a game round, followed by the second special effect. After the second special effect ends, the second special effect is executed again, with two first special effects in between. Specifically, the girl character CP1 moves back and forth across the display screen 253a, and the entire symbol row changes in the reduced display area SE (see FIG. 33(a)). After a predetermined change display time (1 sec) has elapsed, a symbol combination corresponding to a miss is temporarily displayed. This process is executed three times in total, counting from the previous game round, and then executed twice again, with the second special effect in between. In the first half of this game round, the number of consecutive changes carried over from the previous game round is limited to "3." Then, in the latter half of this game round, the game round ends with the second special effect, and the number of consecutive changes is also limited to "2".

[0416] The effect pattern B6 is configured to apply the first special effect to the first part, the second special effect to the second to fourth parts, the first special effect to the fifth part, the second special effect to the sixth to eighth parts, and the first special effect to the ninth part, and the first special effect group is divided into front and back by the second special effect. In this effect pattern B6, the first special effect and the second special effect are executed alternately.

[0417] Effect pattern C6 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth to sixth parts, and the second special effect to the seventh to ninth parts.

[0418] The effect pattern D6 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth to fifth parts, the second special effect to the sixth to eighth parts, and the first special effect to the ninth part.

[0419] The effect pattern E6 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth part, the second special effect to the fifth to seventh parts, and the first special effect to the eighth and ninth parts.

[0420] In this way, by using the first special effect and the second special effect together to make one game session appear to be divided into multiple game sessions, the player can be given the impression that they are in a time-saving mode.

[0421] In the sixth special pattern table described above, the selection rate of the effect pattern differs depending on the interval time from the previous game round. Specifically, the sixth special pattern table is roughly divided into a sixth special pattern table X that is referenced when the interval time from the previous game round matches the fixed display time (2 seconds) in the low-frequency support mode, i.e., when the reserved information for the previous game round has already been obtained at the end of the previous game round, and a sixth special pattern table Y that is referenced when the interval time from the previous game round exceeds the fixed display time (2 seconds) in the low-frequency support mode, i.e., when the reserved information for the previous game round has not been obtained at the end of the previous game round.

[0422] The sixth special pattern table X is set so that the selection rate of effect patterns A6 and B6, which execute the first special effect at the beginning, is higher than the selection rate of effect patterns C6, D6, and E6, which execute the second special effect at the beginning. The sixth special pattern table Y is set so that the selection rate of effect patterns A6 and B6 is lower than that of sixth special pattern table X, eliminating the preferential treatment of effect patterns A6 and B6 over other effect patterns.

[0423] By configuring the system so that the first special effect is likely to occur at the beginning of the later game round when the earlier game round and the later game round are played consecutively with the minimum interval time, it is possible to prevent the player from getting the impression that the occurrence of the second special effect indicates the start of the game round, and the break between game rounds is made less noticeable.

[0424] Returning to the explanation of FIG. 44, if a negative determination is made in step S1801, i.e., if the total number of parts in the current game is less than the upper limit of the consecutive number of times, the process proceeds to step S1805. In step S1805, it is determined whether the value of the consecutive counter is "0." If a positive determination is made in step S1805, the process proceeds to step S1806. In step S1806, a seventh special pattern table stored in ROM 443 is referenced to determine an effect pattern (an allocation pattern for the first special effect and the second special effect). Each seventh special pattern table is set according to various conditions such as the upper limit of the consecutive number of times and the total number of parts. In the processing of step S1806, one of the seventh special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by reference to the selected seventh special pattern table.

[0425] The 7th Special Pattern Table has the same basic structure as the 5th Special Pattern Table, but the selection rate is set differently so that patterns with a large number of consecutive 1st Special Effects are more likely to be selected than patterns with a small number of consecutive 1st Special Effects. The bias in selection rate is greater than that of the 5th Special Pattern Table, making it possible to earn opportunities for the 1st Special Effects to be executed even if the total number of parts is below the upper limit.

[0426] Returning to the explanation of step S1805, if a negative determination is made in step S1805, i.e., if the previous game round ended with something other than the first special effect (the above-mentioned consecutive counter is not 0), the effect pattern for this game round (the allocation pattern for the first special effect and the second special effect) is determined in consideration of the flow from the previous game round in step S1807. Specifically, ROM 443 of the notification / effect control device 140 stores eighth special pattern tables according to various conditions such as the upper limit of consecutive times, the total number of parts, and the consecutive results from the previous game round, and in the processing of step S1807, one of these eighth special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by referring to the selected eighth special pattern table.

[0427] The eighth special pattern table has the same basic configuration as the sixth special pattern table, but the selection rate of the effect pattern differs depending on the interval time from the previous game round. Specifically, the eighth special pattern table is broadly divided into eighth special pattern table X, which is referenced when the interval time from the previous game round matches the confirmed display time (2 seconds) in the low-frequency support mode, i.e., when the pending information for that game round has already been obtained at the end of the previous game round, and eighth special pattern table Y, which is referenced when the interval time from the previous game round exceeds the confirmed display time (2 seconds) in the low-frequency support mode, i.e., when the pending information for that game round has not been obtained at the end of the previous game round.

[0428] The eighth special pattern table X is set so that the selection rate of the effect pattern in which the first special effect is executed at the beginning is higher than the selection rate of the effect pattern in which the second special effect is executed at the beginning. The eighth special pattern table Y is set so that the selection rate of the effect patterns A6 and B6 in which the first special effect is executed at the beginning is lower than that of the eighth special pattern table X, eliminating preferential treatment to other effect patterns.

[0429] By configuring the system so that the first special effect is likely to occur at the beginning of the later game round when the earlier game round and the later game round are played consecutively with the minimum interval time, it is possible to prevent the player from getting the impression that the occurrence of the second special effect indicates the start of the game round, and the break between game rounds is made less noticeable.

[0430] In the 8th special pattern table, as with the 6th special pattern, the selection rate is set differently so that patterns with a large number of consecutive first special effects are more likely to be selected than patterns with a small number of consecutive first special effects. However, this bias in selection rate is greater than in the 6th special pattern table, so that even if the total number of parts is below the upper limit, there are more opportunities for the 1st special effect to be executed.

[0431] After the effect pattern is set in the processes of steps S1803, S1804, S1806, and S1807, an effect setting process is executed in step S1808, and then the first setting process is terminated.

[0432] As already explained, in the special effect mode of this embodiment, under the circumstances where the first special effect is being repeated, an effect may be displayed along the outer periphery of the display screen 253a of the symbol display device 253. As with the effects displayed during the pseudo continuous variation display in the normal effect mode, six colors in total are provided for this effect: white, blue, yellow, green, red, and rainbow, and the order of expectation of a jackpot increases in the order of white < blue < yellow < green < red < rainbow.

[0433] In the effect setting process of step S1808, the possibility of effect display, the color of the effect, and its step-up pattern are determined based on the current game result and the effect pattern determined in steps S1803, S1804, S1806, and S1807. In the special effect mode, the effect display set in the previous game round may continue into the current game round across game rounds. Therefore, if an effect is being carried over from the previous game round, it is determined whether to update the color of the effect to a higher color, and if the color is being updated, the step-up pattern to that color is determined. Note that the step-up pattern also includes information on at which part the effect will be released and information on whether the effect will be carried over to a subsequent game round.

[0434] If the effect display has not been carried over from the previous game, or if the effect is canceled midway even if it has been carried over, a decision is made as to whether to generate a new effect, and the color and step-up pattern of the effect are also decided.Incidentally, the effect step-up timing is configured to coincide with the timing when the temporarily stopped symbols start to change again.

[0435] Returning to the explanation of the complete miss special effect setting process in Fig. 43, if it is the final game in the special effect mode, or if an effect is occurring even though there is no subsequent pending information, the process proceeds to step S1708, executes the second setting process, and then ends the complete miss special effect setting process. Here, the second setting process will be explained with reference to the flowchart in Fig. 47.

[0436] (Second setting process) In the second setting process, first, in step S1901, a third special effect is set in the final part. The third special effect is an effect corresponding to the end suggestion effect (see FIG. 34(a)) executed in the time-saving effect mode described above. Specifically, in a game round related to the end of the special effect mode, the display screen 253a goes dark during the variable display to fixed display. Then, when the fixed display ends, the darkening is canceled, the reduced display of the symbols is canceled, and the display switches to that corresponding to the normal effect mode. The end suggestion effect is configured to occur in game rounds other than the game round related to the end of the time-saving effect mode. In this case, although the display screen 253a goes dark during the variable display to fixed display, the time-saving effect mode display continues after the darkening is canceled following the end of the fixed display.

[0437] For the third special effect, data whose execution time matches the reference time (2 seconds) is used from among the end suggestion effect data stored in the display control device 410. In the subsequent processing, effect patterns for the remaining parts are determined.

[0438] After executing the processing of step S1901, the process proceeds to step S1902. In step S1902, it is determined whether the number of remaining parts excluding the final part is equal to or greater than the upper limit of the number of consecutive times. If a positive determination is made in step S1902, the process proceeds to step S1903. In step S1903, it is determined whether the value of the consecutive counter is "0", that is, whether consideration is needed for the flow of the previous game round.

[0439] If it is determined in step S1903 that the value of the continuation counter is "0," i.e., if the previous game round ended with something other than the first special effect, the process proceeds to step S1904. In step S1904, a ninth special pattern table stored in ROM 443 is referenced to determine the effect pattern (the allocation pattern for the first special effect and the second special effect). The ninth special pattern table is set according to various conditions such as the upper limit of the number of consecutive times and the number of remaining parts. In the process of step S1904, one of the ninth special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by reference to the selected ninth special pattern table.

[0440] For example, if the upper limit of consecutive plays is "3" and the number of remaining parts is "8" (total number of parts is "9"), a pattern that corresponds to these conditions is selected from each ninth special pattern table. The ninth special pattern tables that correspond to these various conditions are provided with effect patterns A9, B9, C9, D9, and E9 (see FIG. 48(a)).

[0441] The effect pattern A9 is configured to apply the first special effect to parts 1 to 3, the second special effect to parts 4 to 6, the first special effect to parts 7 and 8, and the third special effect to part 9, with the first special effect group being divided into front and back by the second special effect. The third special effect is executed in the last part of the game round, and the game round ends, and the special effect mode also ends accordingly.

[0442] The effect pattern B9 is configured to apply the first special effect to the first and second parts, the second special effect to the third and fifth parts, the first special effect to the sixth and eighth parts, and the third special effect to the ninth part. In this effect pattern B9, as shown in Example 1 in the schematic diagram of Figure 49, the first special effect is executed twice at the beginning of a game turn, followed by the second special effect. Between the second special effect and the end of that game turn, the first special effect is executed three times and one time, respectively. The second special effect that intervenes causes the number of consecutive changes in the first half to be "3" including the second special effect, and the number of consecutive changes in the second half to be "3" including the third special effect. The special effect mode then ends with that game turn.

[0443] Performance pattern C9 is configured to apply the first special performance to the first part, the second special performance to the second to fourth parts, the first special performance to the fifth part, the second special performance to the sixth to eighth parts, and the third special performance to the ninth part.

[0444] The effect pattern D9 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth and fifth parts, the second special effect to the sixth and eighth parts, and the third special effect to the ninth part.

[0445] The effect pattern E9 is configured to apply the second special effect to parts 1 to 3, the first special effect to part 4, the second special effect to parts 5 to 7, the first special effect to part 8, and the third special effect to part 9.

[0446] In the ninth special pattern table described above, the number of times the second special effects are executed (the part occupancy rate) in effect patterns A9 and B9 is less than that of effect patterns C9, D9, and E9, and the selection rate of each effect pattern is set so that effect patterns C9, D9, and E9 are less than effect patterns A9 and B9. This prevents the frequency of occurrence of the second special effects from becoming excessively high.

[0447] Returning to the explanation of FIG. 47, if a negative determination is made in step S1903, or if the previous game play ended with the first special effect (if the consecutive result is not "0"), the process proceeds to step S1904. In step S1904, a tenth special pattern table stored in ROM 443 is referenced to determine the effect pattern (the allocation pattern of the first special effect and the second special effect). The tenth special pattern table is set according to various conditions such as the upper limit of the consecutive number of times, the number of remaining parts, and the consecutive result from the previous game play. In the processing of step S1904, one of the tenth special pattern tables that corresponds to the current condition is selected, and the effect pattern is determined by reference to the selected tenth special pattern table.

[0448] For example, if the upper limit is "3," the number of remaining parts is "8" (total number of parts is "9"), and the consecutive result from the previous game is "1," a pattern corresponding to those conditions is selected from each of the tenth special pattern tables. The nineteenth special pattern table corresponding to these various conditions has presentation patterns A10, B10, and C10 (see Figure 48(b)).

[0449] The performance pattern A10 is configured to apply the first special performance to the first part, the second special performance to the second to fourth parts, the first special performance to the fifth part, the second special performance to the sixth to eighth parts, and the third special performance to the ninth part.

[0450] The effect pattern B10 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth to fifth parts, the second special effect to the sixth to eighth parts, and the third special effect to the ninth part.

[0451] The effect pattern C10 is configured to apply the second special effect to the first to third parts, the first special effect to the fourth part, the second special effect to the fifth to seventh parts, the first special effect to the eighth part, and the third special effect to the ninth part. In this effect pattern C10, as shown in Example 2 in the schematic diagram of Figure 49, the second special effect and the first special effect are executed alternately, and then the third special effect is executed. Each intervening second special effect causes the number of consecutive changes in the early stages to be "2" including the second special effect, the number of consecutive changes in the middle stages to be "1" including the second special effect, and the number of consecutive changes in the final stages to be "1" including the third special effect. Then, the special effect mode ends with that game turn.

[0452] In the tenth special pattern table described above, similar to the sixth special pattern table, the selection rate of the effect pattern differs depending on the interval time from the previous game round. Specifically, the tenth special pattern table is roughly divided into tenth special pattern table X, which is referenced when the interval time from the previous game round matches the fixed display time (2 seconds) in the low-frequency support mode, i.e., when the reserved information for the previous game round has already been obtained at the end of the previous game round, and tenth special pattern table Y, which is referenced when the interval time from the previous game round exceeds the fixed display time (2 seconds) in the low-frequency support mode, i.e., when the reserved information for the previous game round has not been obtained at the end of the previous game round.

[0453] The tenth special pattern table X is set so that the selection rate of the effect pattern A10, in which the first special effect is executed at the beginn...

Claims

[Claim 1] an information acquisition means for acquiring special information when a predetermined acquisition condition is met; an acquired information storage means for storing the special information acquired by the information acquisition means; a grant determination means for determining whether the special information stored in the acquired information storage means corresponds to a grant correspondence result corresponding to granting a privilege to a player; a game number control means for controlling the predetermined notification means so that the game number operation is performed, with the end of the game number operation being counted as one game number when the game number operation is started and a notification result corresponding to the determination result of the award determination means is obtained; In a gaming machine equipped with The game control means has a period determination means for determining an operation period of the game operation for each game, A performance execution means is provided for executing a performance in parallel with the game operation when the game operation is being performed, A first predetermined effect and a second predetermined effect are provided as effects to be executed by the effect execution means, the first predetermined effect and the second predetermined effect being configured so that the effect execution period is shorter than the operation period, An upper limit is set for the number of times the first predetermined effect is executed during one game, corresponding to the determination result by the award determination means, A gaming machine characterized in that, when the first predetermined effect is executed at least the maximum number of times, it has a means for allowing a player to recognize the first predetermined effect executed before the second predetermined effect and the first predetermined effect executed after the second predetermined effect separately by inserting the second predetermined effect, and that the length of the effect execution period of the second predetermined effect can be different from both the length of the effect execution period of the first predetermined effect executed before the second predetermined effect and the length of the effect execution period of the first predetermined effect executed after the second predetermined effect.

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