gaming machines
The gaming machine addresses monotony in gaming machines by introducing variable displays and multiple entry points for lotteries, increasing player engagement and excitement through dynamic gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-17
- Publication Date
- 2026-03-04
AI Technical Summary
Gaming machines with variable display mechanisms can become monotonous, leading to reduced player attention due to repetitive ball distribution over the gaming board.
Incorporating launching means, display means, and effect execution means to create variable displays with specific symbol combinations, including first and second start ball entry points for different lotteries, reserved displays, and suggestive information images, with varying display priorities and conditions to enhance game engagement.
The gaming machine increases player attention by providing dynamic and engaging gameplay experiences through varied displays and lotteries, enhancing player engagement and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, gaming machines equipped with variable display means for variably displaying multiple pictures are known (see, for example, Patent Document 1). When a gaming ball enters an actuation port (initial ball entry means), this gaming machine executes an internal lottery such as a jackpot lottery and starts the variable display of pictures. For example, when a jackpot lottery is won, the gaming machine causes the variable display means to finally display a specific combination of pictures in a static state and transitions the gaming state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls, for example, by transitioning the variable entry device to a state where a gaming ball can enter. Incidentally, such gaming machines have various components (appearances) in the gaming area, such as numerous nails planted in order to appropriately disperse the directions in which gaming balls fall, and windmills. [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] However, since gaming machines distribute game balls by passing them over the surface of a gaming board, the flow can become monotonous, which reduces the player's attention to the game.
[0005] An object of the present invention is to provide a gaming machine that can increase the player's attention to the game. [Means for solving the problem]
[0006] The gaming machine of the present invention is a gaming machine comprising: launching means for launching gaming balls towards a gaming area formed on a gaming board; display means arranged corresponding to the gaming board and capable of executing a variable display of a plurality of symbols; and effect execution means for executing effects including a reach display effect in which a variable display is executed with a predetermined number of symbols displayed in a predetermined combination on the display means. The gaming machine comprises: a first start ball entry means into which a gaming ball flowing down the gaming area can enter and which serves as an opportunity to execute a predetermined lottery based on the game ball entering; a second start ball entry means different from the first start ball entry means into which a gaming ball flowing down the gaming area can enter and which serves as an opportunity to execute a specific lottery based on the game ball entering; and a predetermined upper limit entry means when a gaming ball enters at least the first start ball entry means. and a reserved display means capable of displaying a number of reserved images for effect corresponding to the reserved number of reserved rights for variable display up to a number, and the variable displays that can be displayed on the variable display include a first variable display that is executed in response to a game ball entering the first start ball entry means, and a second variable display that is executed in response to a game ball entering the second start ball entry means, and this gaming machine is configured so that a specific game state that is advantageous to the player is more likely to occur thereafter if the result of a specific lottery based on a game ball entering the second start ball entry means is a specific advantageous result than if the result of a predetermined lottery based on a game ball entering the first start ball entry means is a predetermined advantageous result, and in at least a plurality of first variable displays that are displayed consecutively by the performance execution means, It will not be used as a reserved image for production purposes.This gaming machine is configured to be able to display a predetermined suggestive information image, and in a situation where the predetermined suggestive information image is displayed on the display means with predetermined display content based on a ball entering the second start ball entry means in a predetermined game state, it is configured to be able to execute the display of a specific effect image corresponding to the second variable display, overlapping with the predetermined suggestive information image, and in a situation where the predetermined suggestive information image is displayed on the display means with predetermined display content, it is configured to be able to terminate the display of the specific effect image being executed on the display means when a predetermined condition is established, and it is configured so that the display content of the predetermined suggestive information image can change from the predetermined display content to a specific display content while the display of the specific effect image is being executed on the display means. When a predetermined suggestive information image and a specific effect image are displayed on a display means, they are configured to be drawn and displayed with different display priorities, and when a specific condition is met, a special effect image can be displayed immediately after the specific effect image has finished displaying, and when a special effect image is displayed, it is configured to be more valuable to the player than when a special effect image is not displayed after the specific effect image has finished displaying, and when a predetermined suggestive information image is displayed overlapping with a specific effect image, it is configured to continue to display the predetermined suggestive information image in the position where it was displayed when the specific effect image began to be displayed. [Effects of the Invention]
[0007] According to the present invention, the gaming machine can increase the player's attention to the game. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a reference embodiment of the present invention. [Figure 2] Front view of the game board [Figure 3] FIG. 10 is a diagram showing a display screen of a pattern display device. [Figure 4] Block diagram showing the electrical configuration of a pachinko machine [Figure 5] A diagram showing the contents of each counter used in the internal lottery [Figure 6]A diagram showing a winning / losing table that stores the random number values that result in a jackpot. [Figure 7] FIG. 10 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of jackpots. [Figure 8] Flowchart of timer interrupt processing [Figure 9] A flowchart showing the winning process for the operating port. [Figure 10] A flowchart showing normal processing [Figure 11] A flowchart showing the main processing [Figure 12] A flowchart showing the game number control process [Figure 13] FIG. 10 is a flowchart showing a data setting process. [Figure 14] FIG. 10 is a flowchart showing a fluctuation start process. [Figure 15] FIG. 10 is a flowchart showing a game state transition process. [Figure 16] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 17] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 18] FIG. 10 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 19] A block diagram showing the electrical configuration of the audio and light emitting control device. [Figure 20] A diagram showing the contents of the sub-side hold information storage area [Figure 21] A block diagram showing the electrical configuration of a display control device. [Figure 22] FIG. 10 is a flowchart showing a timer interrupt process executed by the audio and light emission control device. [Figure 23] FIG. 10 is a flowchart showing a hold determination process; [Figure 24] FIG. 10 is a flowchart showing a process for generating a reservation; [Figure 25] FIG. 10 is a flowchart showing a hold shift process. [Figure 26] A diagram showing a notice reserved pattern, a normal reserved pattern, and a special reserved pattern displayed on the display screen of a pattern display device. [Figure 27] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 28] A diagram showing the relationship between game results and game states, etc. [Figure 29] FIG. 1 is a block diagram showing the electrical configuration of a display control device according to a reference embodiment A of the present invention. [Figure 30] FIG. 10 is a flowchart showing a process for generating a reservation; [Figure 31] A diagram showing a notice reserved pattern, a normal reserved pattern, and a special reserved pattern displayed on the display screen of a pattern display device. [Figure 32] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 33] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 34] A diagram showing the flow of pre-reading performance [Figure 35] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance reservation information is stored in the third area of the first sub-side reservation area. [Figure 36] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when the first reservation shift process is performed after it is determined that advance reservation information is stored in the third area of the first sub-side reservation area. [Figure 37] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when the second reservation shift process is performed after it is determined that advance reservation information is stored in the third area of the first sub-side reservation area. [Figure 38] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance reservation information is stored in the third area of the first sub-side reservation area, the first reservation shift process is executed, and then it is determined that special reservation information is stored in the first area of the second sub-side reservation area. [Figure 39] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a hold shift process is performed after it is determined that special hold information is stored in the first area of the second sub-side hold area. [Figure 40] FIG. 10 is a flowchart showing a process for determining a presentation pattern according to a reference embodiment B of the present invention. [Figure 41] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a hold shift process is performed after it is determined that special hold information is stored in the first area of the second sub-side hold area. [Figure 42] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when a second hold shift process is performed after it is determined that special hold information is stored in the first area of the second sub-side hold area. [Figure 43] FIG. 10 is a flowchart showing a process for determining a presentation pattern according to a reference embodiment C of the present invention. [Figure 44] A diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that special hold information is stored in the first area of the second sub-side hold area, and then the effect for consuming the special hold is terminated and the effect for consuming the notice hold is executed. [Figure 45] FIG. 1 is a front view of a game board according to a reference embodiment D of the present invention; [Figure 46] Enlarged perspective view of the second stage and its vicinity [Figure 47] Enlarged front view of the second stage and its vicinity [Figure 48] FIG. 10 is a diagram showing the operating state of the rotating member when a game ball collides with the first plate-shaped portion of the first plate. [Figure 49] An enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 50] A diagram showing game balls sorted into routes that lead to the guideway [Figure 51] FIG. 10 is a diagram showing the operating state of the rotating member when a game ball hits the revolving door. [Figure 52] A diagram showing game balls sorted into routes that fall into the game area. [Figure 53] FIG. 1 is a front view of a game board according to reference form E of the present invention. [Figure 54] Enlarged perspective view of the second stage and its vicinity [Figure 55] Enlarged front view of the second stage and its vicinity [Figure 56] FIG. 10 is a diagram showing the operating state of the rotating member when a game ball collides with the first plate-shaped portion of the first plate. [Figure 57] An enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 58] A diagram showing game balls sorted into routes that lead to the guideway [Figure 59] FIG. 10 is a diagram showing the operating state of the rotating member when a game ball collides with the protrusion. [Figure 60] A diagram showing game balls sorted into routes that fall into the game area. [Figure 61] FIG. 1 is a front view of a game board according to reference form F of the present invention. [Figure 62] Enlarged perspective view of the second stage and its vicinity [Figure 63] Enlarged front view of the second stage and its vicinity [Figure 64] An enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 65] FIG. 1 is a front view of a game board according to the reference form G of the present invention; [Figure 66] Enlarged perspective view of the second stage and its vicinity [Figure 67] Enlarged front view of the second stage and its vicinity [Figure 68] An enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 69] FIG. 10 is an enlarged front view of the vicinity of the two-stage stage according to the reference embodiment H of the present invention. [Figure 70] A block diagram showing the electrical configuration of the audio and light emitting control device. [Figure 71] An enlarged front view of the vicinity of the second stage after the rotation of the rotating member. [Figure 72] A diagram showing game balls sorted into routes that fall into the game area. [Figure 73] Front view of a game board according to the first embodiment of the present invention [Figure 74] An enlarged front view of the game board showing the vicinity of the lower right game means. [Figure 75] Enlarged plan view of the crane from above [Figure 76] FIG. 10 is a diagram showing a crane guidance state in which the rotating body is rotated. [Figure 77] FIG. 10 is a diagram showing the start port guide state when the rotating body is rotated. [Figure 78] Block diagram showing the electrical configuration of a pachinko machine [Figure 79] FIG. 10 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of jackpots. [Figure 80] Flowchart of timer interrupt processing [Figure 81] FIG. 10 is a flowchart showing the winning process for the open prize. [Figure 82] FIG. 10 is a flowchart showing a fluctuation start process. [Figure 83] FIG. 10 is a flowchart showing a game state transition process. [Figure 84] FIG. 10 is a flowchart showing a special game execution process. [Figure 85] A block diagram showing the electrical configuration of the audio and light emitting control device. [Figure 86] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 87] A diagram showing the symbol display device, the variable winning device, and the open winning device before the special game is executed. [Figure 88] FIG. 10 shows the symbol display device, the variable winning device, and the open winning device when a special game is being played. [Figure 89] FIG. 10 is an enlarged front view of the game board showing the vicinity of the lower right game means according to the second embodiment of the present invention. [Figure 90] A diagram showing the state of the crane guidance when the moving body is moved [Figure 91] A diagram showing the starting gate guidance state after moving the moving body. [Figure 92] FIG. 10 is a flowchart showing a special game execution process. [Figure 93] A block diagram showing the electrical configuration of the audio and light emitting control device. [Figure 94] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 95]FIG. 10 is an enlarged front view of the game board showing the vicinity of the lower right game means according to the third embodiment of the present invention. [Figure 96] A diagram showing a state in which the game ball is guided to the crane by the rotation distribution means. [Figure 97] FIG. 10 is a diagram showing a state in which the game ball is guided to the opening start hole by the rotation distribution means. [Figure 98] FIG. 10 is a flowchart showing a special game execution process. [Figure 99] A block diagram showing the electrical configuration of the audio and light emitting control device. [Figure 100] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 101] Front view of a game board according to a fourth embodiment of the present invention [Figure 102] An enlarged front view of the game board showing the vicinity of the lower right game means. [Figure 103] Block diagram showing the electrical configuration of a pachinko machine [Figure 104] A flowchart showing normal processing [Figure 105] A diagram showing the opening amount of the opening and closing door of the operation winning device DETAILED DESCRIPTION OF THE INVENTION
[0009] [Reference form] Hereinafter, a reference embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a reference embodiment of the present invention. The pachinko machine 1 is a type of gaming machine. As shown in Figure 1, the pachinko machine 1 includes an outer frame 11 that forms the outer shell of the pachinko machine 1, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.
[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right side portions as the support side, a front door frame 121 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right side portions as the support side, and a back pack unit (not shown) arranged behind the inner frame and supported by the inner frame so as to be rotatable backward with one of the left and right side portions as the support side.
[0011] The gaming machine main body 12 is equipped with a locking device (not shown) provided at its rotating tip. This locking device has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 121 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 13 provided exposed on the front of the pachinko machine 1.
[0012] The front door frame 121 has a substantially elliptical window portion 122 that is provided so as to cover the entire front side of the inner frame, and a window panel 123 that is fitted into the window portion 122. In this embodiment, the window panel 123 is made of glass and is colorless and transparent, but it may also be made of synthetic resin or the like and be colorless and transparent. In addition, the front door frame 121 is equipped with an indicator lamp section 124 provided above the window section 122 as part of a light-emitting means composed of various lamp sections etc. provided around the window section 122, speaker sections 125 provided on both the left and right sides of the indicator lamp section 124 and which output sound effects etc. according to the game status, and an upper bulge section 14 and a lower bulge section 15 provided below the window section 122.
[0013] The upper bulging portion 14 and the lower bulging portion 15 are arranged side by side one above the other and are both provided to bulge forward. The upper bulge 14 has an upper tray 141 provided inside so as to open upward. The upper tray 141 has the function of temporarily storing game balls dispensed by a dispensing device 48 (see FIG. 4) provided in the rear pack unit, and guiding the game balls to the game ball launching mechanism 49 (see FIG. 4) while aligning them in a row. The lower bulge 15 has a lower tray 151 provided on the inside thereof so as to be similarly open upward. The lower tray 151 has the function of storing surplus game balls in the upper tray 141.
[0014] Furthermore, the front door frame 121 is equipped with a launch handle 16 as a launching means provided to the right of the lower tray 151. This launch handle 16 is operated by a player of the pachinko machine 1 to launch game balls from a game ball launching mechanism 49 provided below the inner frame toward a game area provided above the inner frame. By changing the amount of rotation of the launch handle 16, the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, can be changed.
[0015] FIG. 2 is a front view of the game board. As shown in Figure 2, the game board 2 has an inner rail portion 21 and an outer rail portion 22 attached to its surface, and is mounted on an inner frame. The above-mentioned game area is formed on the game board 2 so as to be partitioned by the inner rail portion 21 and the outer rail portion 22. Almost the entire game area can be seen from the front through the window portion 122. The inner rail portion 21 and the outer rail portion 22 form a guide rail 23 for game balls to the game area, and this guide rail 23 guides the game balls launched from the game ball launching mechanism 49 when the player rotates the launch handle 16 to the top of the game area.
[0016] The guide rail 23 has an exit portion located on one side of the play area and facing the upper center of the play area. Therefore, the arrival position of the game ball at the top of the play area shifts from the side where the exit portion of the guide rail 23 is located to the opposite side as the player rotates the launch handle 16 more. In this embodiment, the exit portion of the guide rail 23 is located on the left side of the play area.
[0017] The game board 2 has a plurality of large and small openings in the game area formed by router processing so as to penetrate in the front-to-rear direction. The game board 2 also has a general winning opening 24, an upper operating opening (first starting ball entry section) 25, a lower operating opening (second starting ball entry section) 26, a variable winning device 27, and an outlet 28, all of which are provided in each opening. The game board 2 also has through gates 31 provided on the left and right sides of the center, a main display device 32 provided on the upper right side, and a variable display unit 33 provided in the center. The game board 2 also has various components (gimmicks) such as numerous nails (NL) planted in the game area to appropriately disperse or adjust the direction in which the game balls fall.
[0018] Each of the various winning openings, including the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the variable winning device 27, is equipped with detection sensors 301-304 (see FIG. 4) that detect the entry of game balls, and these detection sensors 301-304 are disposed on the rear side of the game board 2. Specifically, the general winning opening 24 is equipped with detection sensor 301, the upper operating opening 25 is equipped with detection sensor 302, the lower operating opening 26 is equipped with detection sensor 303, and the variable winning device 27 is equipped with detection sensor 304. The pachinko machine 1 pays out a predetermined number of prize balls based on the detection results of the detection sensors 301-304. Note that the detection sensors 301-304 may be any type that can individually detect the entry of game balls, and for example, electromagnetic induction proximity sensors or the like may be used.
[0019] Specifically, the pachinko machine 1 will pay out 10 prize balls when a ball lands in the general winning port 24. The pachinko machine 1 will pay out 3 prize balls when a ball lands in the upper operating port 25 and when a ball lands in the lower operating port 26. The pachinko machine 1 will pay out 15 prize balls when a ball lands in the variable winning device 27. The number of prize balls is arbitrary, and for example, the number of prize balls in each operating port 25, 26 may be different.
[0020] The outlet 28 is provided at the bottom of the game area of the game board 2. Game balls that do not enter any of the various winning holes are discharged from the game area through this outlet 28. The outlet 28 also has a detection sensor 305 (see FIG. 4) that detects the entry of game balls, and this detection sensor 305 is disposed on the back side of the game board 2. Note that when a ball enters the outlet 28, the pachinko machine 1 does not pay out prize balls, unlike when a ball enters any of the various winning holes.
[0021] Each through gate 31 is equipped with a detection sensor 306 (see FIG. 4) that detects the entry of a game ball, and this detection sensor 306 is disposed on the rear side of the game board 2. When a ball enters each through gate 31, the pachinko machine 1 does not pay out prize balls, unlike when a ball enters one of the various winning holes.
[0022] Here, "entering a ball" refers to a game ball passing through a specified opening, and includes not only a game ball being discharged from the game area after passing through an opening, but also a game ball continuing to flow down the game area without being discharged after passing through an opening. However, in the following explanation, to clearly distinguish it from a game ball entering the outlet 28, a game ball entering a prize-winning opening will also be referred to as "winning." Furthermore, a game ball entering the through gate 31 refers to a game ball continuing to flow down the game area after passing through a gate provided in the game area without being discharged. A game ball entering the through gate 31 will also be referred to as "winning," just like a game ball entering the various prize-winning openings.
[0023] The upper actuation port 25 and the lower actuation port 26 are united as an actuation port device and installed on the game board 2. Each actuation port 25, 26 opens upward so that game balls flowing down the game area can enter, and are arranged side by side in the vertical direction with the upper actuation port 25 positioned at the top and the lower actuation port 26 positioned at the bottom. The lower actuation port 26 has an electric device 261 serving as a guide piece (support piece) made up of a pair of left and right movable pieces.
[0024] The electric role device 261 is connected to an electric role device drive unit 262 mounted on the back side of the game board 2. This electric role device 261 is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role device drive unit 262. The closed state is a state in which the lower operating port 26 is closed by bringing the upper ends of the electric role device 261 close to each other in the left-right direction. The open state is a state in which the lower operating port 26 is opened by moving the upper ends of the electric role device 261 away from each other in the left-right direction.
[0025] Here, when the electric role device 261 is set to the closed state, the distance between the upper end of the electric role device 261 and the upper operating port 25 becomes narrower than the width of one game ball. Also, when the electric role device 261 is set to the open state, the distance between the upper end of the electric role device 261 and the upper operating port 25 becomes wider than the width of one game ball. Therefore, when the electric role device 261 is set to the closed state, the game ball cannot enter the lower operating port 26, but when it is set to the open state, the game ball can enter the lower operating port 26.
[0026] Incidentally, instead of the closed state and open state described above, the electric device 261 may be configured to switch between a state in which it is difficult for game balls to enter the lower operating port 26 (a state in which game balls can enter, unlike the closed state), and a state in which it is easy for game balls to enter the lower operating port 26. Furthermore, the lower operating port 26 may be configured to perform such switching not by setting the electric device 261 but by displacement of the lower operating port 26, and in this case, the lower operating port 26 does not need to be equipped with the electric device 261.
[0027] The variable winning device 27 is equipped with a large winning opening 271 that opens upward to allow game balls flowing down the game area to enter, an opening / closing door 272 for opening and closing the large winning opening 271, and a variable winning drive unit 273 that drives the opening / closing door 272. Furthermore, the player can guide the game ball to the variable winning device 27, avoiding the variable display unit 33, etc., by rotating the launch handle 16 to the maximum extent and hitting it to the right, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 23 is formed to the opposite side.
[0028] Here, the game board 2 is provided with a cover 29 provided so as to cover the front side of the variable winning device 27. This cover 29 is provided with a transparent panel 291 formed to be transparent (or semi-transparent) so that the variable winning device 27 can be seen from the front side, and an opaque panel 292 provided around this transparent panel 291 and formed to be opaque. Therefore, the player can see the variable winning device 27 from the front through the transparent panel 291 and the window portion 122.
[0029] The big prize opening 271 is provided in an opening formed in the game area by router processing so as to penetrate in the front-to-rear direction. As mentioned above, this big prize opening 271 is equipped with a detection sensor 304 that detects the entry of game balls. Based on the detection result, the pachinko machine 1 executes the payout of a predetermined number of prize balls.
[0030] The opening / closing door 272 is formed in the shape of a rectangular plate, and is provided on the gaming board 2 so as to close the opening of the big prize opening 271. This opening / closing door 272 has a closed state in which it advances toward the window panel 123 and protrudes from the gaming board 2, thereby closing the opening of the big prize opening 271, and an open state in which it retreats toward the inside of the gaming board 2 and is buried in the gaming board 2, thereby opening the opening of the big prize opening 271. The variable winning drive unit 273 drives the opening and closing door 272 to set the opening and closing door 272 to either an open state or a closed state.
[0031] Specifically, the opening / closing door 272 is normally set to a closed state in which game balls cannot enter. When the internal lottery is won to switch to the opening / closing execution mode and the mode is switched to, the opening / closing door 272 is set to an open state in which game balls can enter. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 272 is set to an open state, allowing game balls to enter the big winning opening 271. In the opening and closing execution mode, one round of play is defined as the period from when the opening and closing door 272 is set to an open state until it is set to a closed state again.
[0032] The main display device 32 has a main display section 34 and a display section 35 for special features, and is configured by arranging multiple display devices such as a segment display device in which multiple segment light-emitting sections are arranged in a predetermined manner, and a dot display device. The main display device 32 is provided on the game board 2 so as to bulge toward the window panel 123 provided on the front side thereof. In other words, the main display device 32 is visible from the front of the pachinko machine 1 through the window panel 123. The distance between the main display device 32 and the window panel 123 is narrower than the width of one game ball. This prevents the pachinko machine 1 from dropping game balls between the main display device 32 and the window panel 123. In other words, the pachinko machine 1 prevents game balls from dropping in front of the main display device 32.
[0033] The main display unit 34 includes a first result display unit 341 for displaying the result of an internal lottery conducted based on a win at the upper operating port 25, and a second result display unit 342 for displaying the result of an internal lottery conducted based on a win at the lower operating port 26 (see FIG. 4). Note that the main display unit 34 may further include a round display unit for indicating the number of rounds of play in the open / close execution mode when the open / close execution mode is selected (or when the open / close execution mode is selected).
[0034] The first result display unit 341 executes a variable display of a pattern triggered by a winning entry into the upper operating port 25, and displays the result of the internal lottery conducted based on the winning entry into the upper operating port 25 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 341 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the opening / closing execution mode. The second result display unit 342 executes the variable display of the image triggered by the winning of the lower operation port 26, and displays the result of the internal lottery conducted based on the winning of the lower operation port 26 as the result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 342 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to the opening / closing execution mode.
[0035] The device display unit 35 executes a variable display of the image when a winning combination at each through gate 31 is triggered, and displays the result of the internal lottery conducted based on the winning combination at each through gate 31 as a result of stopping the variable display. If the result of the internal lottery corresponds to a transition to an electric combination release state, the device display unit 35 displays a predetermined stop result. Thereafter, the pachinko machine 1 transitions to an electric combination release state. In this electric combination release state, the electric combination 261 provided in the lower operating port 26 is opened in a predetermined manner.
[0036] In this embodiment, the main display unit 34 and the gambling device display unit 35 are configured with segment displays, but are not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. In addition, the images variably displayed on the main display unit 34 and the gambling device display unit 35 may be configured to variably display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors that are switched between.
[0037] The variable display unit 33 is equipped with a pattern display device 36 that variably displays (variably displays or switchably displays) a pattern, which is a type of picture. The variable display unit 33 also has a center frame 37 that is arranged to surround the pattern display device 36. The upper part of this center frame 37 is arranged to bulge out towards the window panel 123 provided on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 36, and is configured to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls.
[0038] The symbol display device 36 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 36 starts a variable display of symbols based on a winning entry into the upper actuation port 25 or the lower actuation port 26. That is, when the symbol display device 36 executes a variable display in the first result display section 341 of the main display section 34 and when the symbol display device 36 executes a variable display in the second result display section 342 of the main display section 34, the symbol display device 36 executes a variable display accordingly. The pattern display device 36 is not limited to a liquid crystal display device, but may be a plasma display device, an organic EL display device, a CRT, or other display device.
[0039] The center frame 37 has a first hold lamp section 371 provided in the lower left area of the pattern display device 36, a second hold lamp section 372 provided in the lower right area of the pattern display device 36, and a third hold lamp section 373 provided in the upper area of the pattern display device 36.
[0040] The first reserve lamp unit 371 is a part that displays the number of reserved game balls that have entered the upper operating port 25, and lights up according to the number of reserved balls. This first reserve lamp unit 371 can reserve up to four game balls, and corresponds to the variable display of the first result display unit 341 and the pattern display device 36. The second reserve lamp unit 372 is a part that displays the number of reserved game balls that have entered the lower operating port 26, and lights up according to the number of reserved game balls. This second reserve lamp unit 372 can reserve up to four game balls, and corresponds to the variable display of the second result display unit 342 and the symbol display device 36. The third reserve lamp unit 373 is a part that displays the number of reserved game balls that have entered each through gate 31, and lights up according to the number of reserved balls. This third reserve lamp unit 373 can reserve up to four game balls, and corresponds to the variable display of the accessory display unit 35. The hold lamp units 371 to 373 may have other configurations, such as being displayed as an image on a part of the pattern display device 36 described later.
[0041] FIG. 3 is a diagram showing a display screen of the pattern display device. As shown in Fig. 3, the display screen G of the symbol display device 36 is divided into three display areas, and each display area displays a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3, in order from left to right. Each symbol column Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, with "1" following "8". In Fig. 3, the center line of each display area is indicated by a dashed line.
[0042] The symbol display device 36 starts a variable display of symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment) based on a winning entry into the upper actuation port 25 or the lower actuation port 26, thereby executing a game-round effect on the display screen G. This game-round effect switches from a variable display to a static display in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2, and finally ends with the predetermined symbols statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 34 and the symbol display unit 36 start to display a variable display based on winnings in the operating ports 25, 26 until a predetermined stop result is displayed.
[0043] The manner in which the symbols are displayed in the symbol display device 36 is not limited to this and is arbitrary. For example, the number of symbol rows, the direction of scrolling of each symbol row, the number of symbols in each symbol row, etc. can be changed as appropriate. Furthermore, the symbols in each symbol row may be a combination of pictures and numbers, or may be pictures only, instead of numbers only.
[0044] <Pachinko machine electrical configuration> FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine. As shown in Figure 4, the pachinko machine 1 is equipped with a main control device 4, an audio / light emitting control device 5, and a display control device 6, which are mounted on the rear side of the inner frame. The pachinko machine 1 also has a payout control device 46 and a power / launch control device 47, which are mounted on the back pack unit. The payout control device 46 executes payout control to cause the payout device 48 described above to pay out game balls. The power / launch control device 47 executes launch control to cause the game ball launching mechanism 49 described above to launch game balls.
[0045] The main control device 4 includes a main control board 41 that controls the main game (main control) and a power outage monitoring board 45 that monitors the power supply. The main control device 4 also includes a board box that houses the main control board 41 and other components. This board box may be equipped with a trace means for leaving a trace upon opening, or a trace structure for leaving a trace upon opening. Specifically, the trace means may include a structure in which the board box is formed by joining multiple case bodies and a joint (crimped portion) is provided that requires destruction of a predetermined portion when the case bodies are separated, or a structure in which a seal sticker is attached across the boundaries between multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object when peeled. Furthermore, the trace structure may include a structure in which an adhesive is applied to the boundaries between these case bodies.
[0046] The main control board 41 includes an MPU 42 mounted on the main control board 41, and a ROM 43 and a RAM 44 that constitute the MPU 42. The MPU 42 is an element that combines the ROM 43 and the RAM 44, as well as a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator, all on one chip. In this embodiment, the ROM 43 and RAM 44 are integrated into a single chip for the MPU 42, but they may be integrated into individual chips. This also applies to the MPUs of the other control devices other than the main control device 4.
[0047] The ROM 43 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The ROM 43 has various areas such as a win / lose table storage area 431, an allocation table storage area 432, and a reach table storage area 433. These areas will be described in detail later. The RAM 44 is a memory for temporarily storing various data when the control program stored in the ROM 43 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 44 has various areas such as a counter area 441, a reserved ball storage area 442, and an electric role reserved area 443. These areas will be described in detail later.
[0048] The MPU 42 has an input port and an output port. The input port of the MPU 42 is connected to the power failure monitoring board 45 provided in the main control device 4 and to the plurality of detection sensors 301 to 306. The output port of the MPU 42 is connected to the power failure monitoring board 45, the payout control device 46, and the sound and light emission control device 5. The output port of the MPU 42 is also connected to an electric accessory drive unit 262 that opens and closes the electric accessory 261 of the lower operating port 26, a variable winning drive unit 273 that opens and closes the opening and closing door 272 of the variable winning device 27, the main display unit 34, and the accessory display unit 35.
[0049] The main control board 41 has a driver circuit. The MPU 42 controls the drive of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 42 controls the drive of the electric role drive unit 262 to open and close the electric role 261. In the opening and closing execution mode, the MPU 42 controls the drive of the variable prize drive unit 273 to open and close the large prize opening 271. In each game, the MPU 42 controls the display of the main display unit 34 to display the results of an internal lottery based on winnings at each operating port 25, 26. Furthermore, the MPU 42 controls the display of the role display unit 35 to display the results of an internal lottery based on winnings at each through gate 31.
[0050] The power failure monitoring board 45 relays between the main control board 41 and the power supply and launch control device 47, which has the function of supplying operating power, and monitors the stable 24 volt DC voltage output from the power supply and launch control device 47. Therefore, the MPU 42 receives power via the power failure monitoring board 45. The detection sensors 301-306 are provided in one-to-one correspondence with the general winning opening 24, the upper operating opening 25, the lower operating opening 26, and the various winning openings of the variable winning device 27, the outlet opening 28, and each through gate 31. Based on the detection results of the detection sensors 301-306, the MPU 42 performs winning determination (ball entry determination) for the various winning openings, the outlet opening 28, and each through gate 31. The MPU 42 also performs an internal lottery based on the winning determination for the upper operating opening 25 or the lower operating opening 26.
[0051] The payout control device 46 performs payout control to cause the payout device 48 to pay out prize balls and loan balls (game balls loaned to players when playing) based on commands (control instructions) sent from the main control device 4.
[0052] The power supply and launch control device 47 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply and launch control device 47 generates the operating power required for the main control board 41, payout control device 46, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply and launch control device 47 is equipped with a power supply unit for use in the event of a power outage, such as a backup capacitor. This power supply unit for use in the event of a power outage supplies power for maintaining memory to the RAM 44 of the main control device 4 even in the event of a power outage in which the power supply to the pachinko machine 1 is cut off.
[0053] The power supply and launch control device 47 also executes launch control to cause the game ball launch mechanism 49 to launch the game balls. Here, the game ball launch mechanism 49 includes a launch rail extending toward the guide rail 23 of the game board 2, a ball feed device that supplies game balls stored in the upper tray 141 onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 23. When predetermined launch conditions are met, the power supply and launch control device 47 supplies a drive signal (launch permission signal) to this solenoid, causing the game balls to be launched.
[0054] <Electrical configuration for executing internal lottery in the main control unit's MPU> FIG. 5 is a diagram showing the contents of each counter used in the internal lottery. As shown in FIG. 5, the MPU 42 performs internal lotteries and the like by using the values (information) of the counters C1-C3, CINI, CS, and C4. Specifically, the MPU 42 uses the jackpot random number counter C1 to determine whether a jackpot occurs, the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. The MPU 42 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and the variable type counter CS to determine the display duration on the main display unit 34 and the symbol display device 36. The MPU 42 also uses the electric role release counter C4 to determine whether or not to open the electric role 261 of the lower operating port 26. The counters C1-C3, CINI, CS, and C4 are provided in the various counter area 441 (see FIG. 4) of the RAM 44.
[0055] Each time the counters C1 to C3, CINI, CS, and C4 are updated, 1 is added to the previous value, and the counters are loop counters that return to 0 after reaching their maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of RAM 44. Of the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 442 (see FIG. 4) provided as acquired information storage means in RAM 44 when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Furthermore, of the values stored in the lottery counter buffer, the value of the electric role release counter C4 is stored in an electric role reserve area 443 (see FIG. 4) of RAM 44 when a gaming ball enters each through gate 31.
[0056] The reserved ball storage area 442 includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.
[0057] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 has a storage capacity large enough to store a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order in accordance with the entry of game balls into the upper actuation port 25. Specifically, when multiple consecutive entries into the upper actuation port 25 occur, the MPU 42 stores the reserve information in chronological order in the first area Ra1, the second area Ra2, the third area Ra3, and the fourth area Ra4.
[0058] In this way, the first result display holding area Ra has four memory areas, so that up to four winning game balls can be held in the upper operating port 25. The first result display holding area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. The number of retained pieces associated with the upper operating port 25 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.
[0059] The second result display reserve area Rb, provided as the second acquired information storage means, includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store a set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 42 stores the set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in the areas Rb1 to Rb4 in chronological order in accordance with the entry of game balls into the lower actuation port 26. Specifically, when multiple consecutive entries into the lower actuation port 26 occur, the MPU 42 stores the reserve information in chronological order in the first area Rb1, the second area Rb2, the third area Rb3, and the fourth area Rb4.
[0060] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 26. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. The number of retained pieces associated with the lower operating port 26 is not limited to four and can be any number, such as two, three, five or more, or it can be single.
[0061] The execution area AE is an area for moving the reserved information stored in the memory area of the first result display section reserved area Ra or the second result display section reserved area Rb when starting the variable display of each result display section 341, 342.
[0062] The electric winnings holding area 443 has four memory areas, similar to the holding area Ra for the first result display section and the holding area Rb for the second result display section. Therefore, up to four winning game balls can be held in each through gate 31. The number of reserved items for each through gate 31 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.
[0063] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric accessory opening counter C4 will be described. The electric accessory opening counter C4 is a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 250. The electric role opening counter C4 is periodically updated, and the updated value is stored in the electric role holding area 443 of the RAM 44 via the lottery counter buffer at the timing when a game ball enters each through gate 31. Then, based on the value of the electric role release counter C4 stored in the electric role holding area 443, the MPU 42 executes a lottery (electric role release lottery) to determine whether or not to put the electric role 261 of the lower operating port 26 into the electric role release state.
[0064] Here, the pachinko machine 1 has a plurality of support modes that differ from each other in the frequency with which the electric role device 261 is set to the open state to allow the game ball to enter the lower operating port 26. Specifically, the pachinko machine 1 has a low-frequency support mode (low-frequency guide state) in which the electric role device 261 is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric role device 261 is set to the open state relatively frequently.
[0065] In the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role opening state in the electric role opening lottery is the same (for example, 4 / 5 in both). However, in the high-frequency support mode, when the electric role opening state is won, the electric role 261 is set to the open state more times than in the low-frequency support mode, and the opening time for each electric role 261 is set to the open state is longer. Also, in the high-frequency support mode, the closing time for setting the electric role 261 to the closed state between each opening in one electric role opening state is shorter than the opening time for one opening. Furthermore, in the high-frequency support mode, the minimum waiting time (the duration of one variable display on the role display unit 35) between the end of the electric role opening lottery and the next electric role opening lottery is shorter than in the low-frequency support mode.
[0066] Therefore, in the high frequency support mode, the gaming ball is more likely to land in the lower actuation port 26 than in the low frequency support mode. In other words, in the low frequency support mode, the player rotates the launch handle 16 to a medium amount and hits the ball to the left, thereby shifting the position of the gaming ball in the upper part of the playing area from the side where the exit portion of the guide rail 23 is formed to the center, thereby increasing the probability of the gaming ball landing in the upper actuation port 25 rather than the lower actuation port 26. In the high frequency support mode, the player rotates the launch handle 16 to the maximum amount and hits the ball to the right, thereby shifting the position of the gaming ball in the upper part of the playing area from the side where the exit portion of the guide rail 23 is formed to the opposite side, thereby increasing the probability of the gaming ball landing in the lower actuation port 26 rather than the upper actuation port 25. When a winning ball is detected in the lower operating port 26, a predetermined number of prize balls are paid out, so that in the high frequency support mode, the player can play without losing too many game balls.
[0067] Thus, in this reference form, the pachinko machine 1 is provided with a left-hand hitting route (first path) that makes it easier for game balls to enter the upper operating port 25 and less likely for game balls to enter the lower operating port 26, and a right-hand hitting route (second path) that makes it easier for game balls to enter the lower operating port 26 and less likely for game balls to enter the upper operating port 25.
[0068] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. For example, the high-frequency support mode may be configured to increase the probability of winning the electric role open state in the electric role open lottery compared to the low-frequency support mode. Furthermore, for example, multiple types of set times may be prepared, and the high-frequency support mode may be configured to make it easier to select a short set time compared to the low-frequency support mode, or to shorten the average selected set time. Furthermore, by combining the conditions of the number of times the electric role 261 is set to the open state, the open time, and the set time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric role 261 to the open state compared to the low-frequency support mode.
[0069] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 599 by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 599. Furthermore, each time the jackpot random number counter C1 goes through one loop, it reads the value of the random number initial value counter CINI at that time as its initial value. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the jackpot random number counter C1.
[0070] The jackpot random number counter C1 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the jackpot random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserved area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, the MPU 42 executes a lottery for the occurrence of a jackpot (win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 442.
[0071] FIG. 6 is a diagram showing a win / lose table that stores the random number values that will result in a big win. Among the values of the jackpot random number counter C1, the value of the random number that will result in a jackpot is stored as a win / loss table (win / loss information group) in the win / loss table memory area 431 (see Figure 4) of ROM 43, which is provided as a win / loss information group storage means, as shown in Figure 6.
[0072] Here, the pachinko machine 1 has two winning / losing lottery modes: a low probability mode (low probability state) in which it is difficult to win a jackpot, and a high probability mode (high probability state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (low probability winning / losing information group) shown in Figure 6(a) and a winning / losing table for the high probability mode (high probability winning / losing information group) shown in Figure 6(b). The MPU 42 compares these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442 to execute a lottery for the occurrence of a jackpot.
[0073] These winning / losing tables have the results (winning / losing results) of the lottery for multiple jackpots, including "jackpot win," "special losing result," and "normal losing result." Specifically, in a gaming state in which the winning / losing table for the low probability mode is referenced when drawing the lottery for the jackpot, there are two random number values that result in a "jackpot win," as shown in Figure 6(a). In contrast, in a gaming state where the high-probability mode hit / miss table is referenced when drawing the lottery for the occurrence of a jackpot, there are 21 random number values that result in a "jackpot win," as shown in Figure 6(b). Here, the random number values that result in a jackpot win stored in the low-probability mode hit / miss table are included in the random number values that result in a "jackpot win" stored in the high-probability mode hit / miss table.
[0074] The values and numbers of random numbers stored in each hit / miss table are arbitrary, as long as the high probability mode has a higher probability of "winning the jackpot" compared to the low probability mode. Also, the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the high probability mode does not have to include the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode.
[0075] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will result in a loss and not a jackpot. Here, as mentioned above, the pachinko machine 1 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results have in common the fact that neither triggers a transition to the win / lose lottery mode or the support mode. However, they differ in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure result" does not trigger a transition to the opening / closing execution mode.
[0076] Next, the jackpot type counter C2 will be described. The jackpot type counter C2 is a loop counter that adds 1 to the previous value each time it is updated, and after reaching a maximum value of 29, returns to 0, thereby looping within the range of 0 to 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the jackpot type counter C2 is stored in the reserve area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserve area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, based on the value of the jackpot type counter C2 stored in the reserved ball storage area 442, the MPU 42 executes a lottery (allocation lottery) for the type of jackpot when a jackpot occurs.
[0077] FIG. 7 is a diagram showing an allocation table that stores random number values related to allocation destinations for each type of big win. The random number values relating to the allocation destination of each type of jackpot are stored as an allocation table (allocation information group) in an allocation table storage area 432 (see FIG. 4) of the ROM 43 provided as allocation information group storage means, as shown in FIG. 7. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 7(a) and a second allocation table (second allocation information group) shown in FIG. 7(b). The MPU 42 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 442 to execute a lottery for determining the type of big win.
[0078] The first allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the upper operating port 25. As shown in Figure 7(a), the first allocation table allocates multiple allocation results, including "low probability result (special allocation result corresponding to low probability)," "unspecified few-round high probability result (latent high probability result corresponding to few rounds)," "explicit few-round high probability result (high probability result corresponding to few rounds)," and "most favorable result (special allocation result corresponding to high probability)." Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to the "low probability result," "10 to 14" is allocated to the "unspecified few-round high probability result," "15 to 19" is allocated to the "explicit few-round high probability result," and "20 to 29" is allocated to the "most favorable result."
[0079] The second allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the lower operating port 26. As shown in Fig. 7(b), the second allocation table allocates two allocation results, "low probability result" and "most advantageous result." Specifically, in the second allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "low probability result," and "10 to 29" is allocated to "most advantageous result."
[0080] The respective allocation results differ in at least one of the following conditions (1) to (3). (1) Win / lose lottery mode after the opening / closing execution mode (2) Support mode after the opening / closing execution mode (3) Opening and closing control of the variable winning device 27 in the opening and closing execution mode
[0081] First, the difference between the winning / losing lottery modes (1) will be explained. The "low probability result" is a distribution result in which the win / loss lottery mode is set to the low probability mode after the end of the open / close execution mode, regardless of the win / loss lottery mode before the end of the open / close execution mode. This low probability mode continues at least until the win / loss lottery results in a "jackpot win." The "non-explicit few-round high probability result," "explicit few-round high probability result," and "most favorable result" are allocation results in which the win / loss lottery mode is set to the high probability mode after the open / close execution mode ends, regardless of the win / loss lottery mode before the open / close execution mode ends. This high probability mode continues at least until the win / loss lottery results in a "jackpot win."
[0082] Next, the difference in support mode (2) will be explained. The "low probability result" is a distribution result in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode transitions to the low frequency support mode when the number of times played reaches the end reference number (specifically, 100 times).
[0083] The "non-explicit few rounds high probability result" is an allocation result that maintains the support mode before the end of the opening and closing execution mode. Here, if the support mode before the end of the opening and closing execution mode was the high frequency support mode, the high frequency support mode will continue at least until the winning / losing lottery results in a "jackpot win." The "high probability result with fewer rounds" and the "most favorable result" are allocation results in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."
[0084] The difference in the manner of opening and closing control of the variable winning device 27 in the opening and closing execution mode (3) will be explained in detail later.
[0085] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 442 of the RAM 44 via the lottery counter buffer when a gaming ball enters the upper actuation port 25 or the lower actuation port 26. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 44 when a gaming ball enters the upper actuation port 25, and is stored in the reserve area Rb for the second result display section of the RAM 44 when a gaming ball enters the lower actuation port 26. Then, the MPU 42 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 442.
[0086] The reach display is an expected effect that occurs when the winning / losing lottery results in a "normal miss result" rather than a "jackpot win." Specifically, when the win / loss lottery does not result in a "jackpot win" but in a "normal miss result," the MPU 42 compares the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 442 to execute a lottery to determine whether or not to generate a reach display, and generates the reach display if the lottery determines that the reach display should be generated. The reach table is a table that stores random number values related to the generation of the reach display, and is stored in the reach table storage area 433 of the ROM 43 (see FIG. 4).
[0087] Here, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "most favorable result," the pattern display device 36 displays, as a stop result, a combination of symbols having the same odd numbers or the same even numbers on the valid line L. Also, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "low probability result," the pattern display device 36 displays, as a stop result, a combination of symbols having the same even numbers on the valid line L. Furthermore, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in an "unspecified low-round high-probability result" or an "specified low-round high-probability result," or if the win / loss lottery results in a "special loss result" without a "jackpot win," the pattern display device 36 displays, as a stop result, a combination of special symbols (for example, "3·4·1") having different numbers that would not be selected in a "normal loss result" in the win / loss lottery, rather than a combination of symbols having the same numbers.
[0088] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in a "most favorable result" or a "low probability result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in an "unspecified low round high probability result" or an "explicit low round high probability result", or when the win / loss lottery results in a "special loss result" without a "jackpot win").
[0089] The reach display mode is such that some of the multiple pattern sequences Z1 to Z3 displayed on the display screen G of the pattern display device 36 (for example, pattern sequence Z1 and pattern sequence Z3) are displayed stopped on the valid line L, thereby displaying the same pattern combination to suggest the stopping result, and in this state, the remaining pattern sequences (for example, pattern sequence Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 1 can make the player hope that after the variable display starts on the pattern display device 36 and before the predetermined stop result is displayed, the player will have won the jackpot in the win / lose lottery and will have been allocated to a low probability result or a most favorable result in the allocation lottery.
[0090] The manner of reach display is not limited to this, and some of the pattern rows may be displayed statically and the remaining pattern rows may be displayed in a variable manner, with predetermined characters or the like displayed as animation in the background, or each pattern row may be displayed in a reduced size or hidden and predetermined characters or the like displayed as animation across almost the entire display screen G.
[0091] Here, the pachinko machine 1 has an expectation effect as a type of variable display of the symbol display device 36. The expectation effect is an effect that makes the player expect that he or she may have won the jackpot in the win / loss lottery after the variable display starts on the symbol display device 36 and before the predetermined stop result is displayed. Specifically, the pachinko machine 1 has two types of expectation effects: the reach display and the advance notice display mentioned above.
[0092] The advance notice display is an expected effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss" rather than a "jackpot win." Instead of making the effect more likely to occur, this advance notice display may make it easier to select an effect with a low appearance rate, or these may be combined. The lottery as to whether or not to generate a reach display is executed by the main control device 4, whereas the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 5.
[0093] The mode of the advance notice display is such that, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 36, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, a portion of the symbol sequences (for example, the symbol sequence Z1) is displayed stationary on the activated line L and then multiple symbol sequences (for example, the symbol sequences Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when a reach display is generated and when a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. The preview display is not limited to this, and for example, the background may be changed, or the shape of the symbol strings Z1 to Z3 may be changed.
[0094] Finally, we will explain the fluctuation type counter CS. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, and after reaching a maximum value of 198, it returns to 0. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, based on the value of the variation type counter CS stored in the lottery counter buffer, the MPU 42 determines the display duration of the pattern on the main display unit 34 and the display duration of the pattern on the pattern display device 36. These display durations will be described in detail later.
[0095] <Various processes executed by the main control unit> The MPU 42 of the main control device 4 executes timer interrupt processing and normal processing for progressing the game, as well as main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 42 also executes NMI interrupt processing that is activated by input of a power outage signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.
[0096] <Timer interrupt processing> FIG. 8 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 42 executes steps S101 to S105 periodically (for example, every 2 msec) as shown in FIG.
[0097] In step S101, the MPU 42 executes a read process for the plurality of detection sensors 301-306. In this read process, the MPU 42 reads the states of the plurality of detection sensors 301-306, determines the states, and stores the results in the RAM 44 as winning detection information. When the MPU 42 determines that the detection sensors 301-304 corresponding to the various winning ports have detected the entry of a gaming ball, the MPU 42 sets a prize ball command for issuing a payout instruction for the prize balls, and transmits this set command to the payout control device 46. For example, when the MPU 42 determines that the detection sensor 304 corresponding to the variable winning device 27 has detected the entry of a gaming ball, the MPU 42 transmits a prize ball command for issuing an instruction for the specific unit number of 15 prize balls to the payout control device 46. In addition, the payout control device 46 performs payout control to cause the payout device 48 to pay out prize balls based on the prize ball command sent from the MPU 42.
[0098] In step S102, the MPU 42 updates the random number initial value counter CINI. Specifically, as described above, the MPU 42 updates the random number initial value counter CINI by adding 1 to the previous value thereof, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 44. If the random number initial value counter CINI has reached its maximum value when adding 1 to the previous value thereof, the MPU 42 clears the random number initial value counter CINI by returning it to 0.
[0099] In step S103, the MPU 42 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 42 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 by adding 1 to each of their previous values, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM 44. Note that if the maximum value has been reached when the MPU 42 adds 1 to each of the previous values of the counters C1 to C4, the MPU 42 clears the values of the counters C1 to C4 by resetting them to 0.
[0100] In step S104, the MPU 42 executes a winning process for through play. In this winning process for through play, if the MPU 42 determines that the detection sensor 306 corresponding to each through gate 31 has detected the winning of a game ball, the MPU 42 stores the value of the electric role opening counter C4 updated in step S103 in the electric role holding area 443. In addition, the MPU 42 sets a command for turning on the third holding lamp unit 373, and transmits this set command to the sound and light-emitting control device 5. The sound and light emission control device 5 lights up the third reserve lamp unit 373 based on a command sent from the MPU 42. As mentioned above, the maximum number of game balls that have entered each through gate 31 that can be reserved is four, and the third reserve lamp unit 373 lights up in a number corresponding to this number of reserved balls.
[0101] In step S105, the MPU 42 executes the winning process for the operation port. The winning process for the operating port will be explained in detail below.
[0102] <Winning process for operating port> FIG. 9 is a flowchart showing the winning process for the operating port. In the winning process for the operating port, the MPU 42 executes steps S201 to S208 as shown in FIG.
[0103] In step S201, the MPU 42 determines whether a gaming ball has entered the upper actuation port 25 (start entry) by determining whether the detection sensor 302 corresponding to the upper actuation port 25 has detected the entry of a gaming ball. If the MPU 42 determines in step S201 that a gaming ball has entered the upper actuation port 25, in step S202, the MPU 42 determines the number of reserved balls stored in the first result display unit reserve area Ra and sets the reserved number as a first start reserve memory number RaN in a predetermined memory area in the first result display unit reserve area Ra. Thereafter, the MPU 42 executes the processes from step S205 onwards.
[0104] In contrast, if the MPU 42 determines in step S201 that a game ball has not entered the upper operating port 25, it determines in step S203 whether the detection sensor 303 corresponding to the lower operating port 26 has detected the entry of a game ball, thereby determining whether a game ball has entered the lower operating port 26 (initial entry). If the MPU 42 determines in step S203 that a gaming ball has not entered the lower actuation port 26, it terminates the winning process for the actuation port. If the MPU 42 determines in step S203 that a gaming ball has entered the lower actuation port 26, it determines the number of reserved balls stored in the second result display unit reserve area Rb in step S204, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. Thereafter, the MPU 42 executes the processes from step S205 onward.
[0105] After executing the processing of step S202 or step S204, MPU42 determines in step S205 whether the start pending memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this reference embodiment). If the MPU 42 determines in step S205 that the start pending memory number N is not less than the upper limit, it ends the winning process for the operating port. Also, if the MPU 42 determines in step S205 that the start pending memory number N is less than the upper limit, it adds 1 to the value of the start pending memory number N to update it in step S206.
[0106] In step S207, MPU42 stores the sets of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as reserve information in the first free memory area in the reserve area for the result display section, i.e., the memory area corresponding to the start reserve memory number N updated in step S206.
[0107] For example, when the MPU 42 sets the first start pending memory number RaN in step S202, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the first result display unit reserve area Ra, i.e., the memory area corresponding to the first start pending memory number RaN updated in step S206. For example, when the MPU 42 sets the first start pending memory number RaN to "3" in step S202, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S206, "4".
[0108] Furthermore, for example, when the MPU 42 sets the second start pending memory number RbN in step S204, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the second result display unit reserve area Rb, i.e., the memory area corresponding to the second start pending memory number RbN updated in step S206. For example, when the MPU 42 sets the second start pending memory number RbN to "3" in step S204, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S206, "4".
[0109] In step S208, when the first start hold memory number RaN is set in step S202, the MPU 42 sets a first hold generation command for recognizing that hold information has been stored in the memory area of the hold area Ra for the first result display unit, and transmits this set first hold generation command to the sound and light emission control device 5. Thereafter, the MPU 42 ends the winning process for the operating port. This first hold generation command includes information for making the audio and light emitting control device 5 recognize that hold information has been stored in the memory area of the hold area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 25. The first hold generation command also includes information related to the current support mode. The sound and light emitting control device 5 lights up the first reserve lamp unit 371 and executes a predetermined process based on the first reserve generation command sent from the MPU 42. This process will be explained in detail later. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 25 is four, and the first reserve lamp unit 371 lights up in a number corresponding to this number of reserved balls.
[0110] Also, in step S208, when the second start hold memory number RbN is set in step S204, the MPU 42 sets a second hold generation command for recognizing that the hold information has been stored in the memory area of the hold area Rb for the second result display unit, and transmits this set second hold generation command to the sound and light emission control device 5. Thereafter, the MPU 42 ends the winning process for the activation port. This second hold generation command includes information for making the audio and light emitting control device 5 recognize that hold information has been stored in the memory area of the second result display section hold area Rb based on the entry of a gaming ball into the lower actuation port 26. The second hold generation command also includes information related to the current support mode. The sound and light emitting control device 5 lights up the second reserve lamp unit 372 and executes other predetermined processing based on the second reserve generation command sent from the MPU 42. This processing will be explained in detail later. As mentioned above, the maximum number of game balls that can be reserved in the lower actuation port 26 is four, and the second reserve lamp unit 372 lights up in a number corresponding to this number of reserved balls.
[0111] <Normal processing> FIG. 10 is a flowchart of the normal process. The MPU 42 executes a main process (described later) that starts when the power is turned on, and then executes a normal process, which is the main process for progressing the game. In this normal process, the MPU 42 executes steps S301 to S314, as shown in Fig. 10. Specifically, the MPU 42 executes steps S301 to S309 periodically at 4 msec intervals, repeatedly executes steps S308 to S311 when remaining time occurs, and executes step S312 and subsequent steps depending on the determination result of step S308.
[0112] In step S301, the MPU 42 executes timer interrupt processing, prize-winning processing for the operating port, or external output processing for transmitting commands set in the previous normal processing to each sub-side control device. In this external output processing, for example, the MPU 42 determines whether a prize ball command is set, and if it determines that a prize ball command is set, transmits the prize ball command to the payout control device 46. Also, for example, the MPU 42 determines whether a command for a presentation, such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an open / close execution mode, is set, and if it determines that a command for a presentation is set, transmits the command for the presentation to the sound and light-emitting control device 5.
[0113] In step S302, the MPU 42 updates the fluctuation type counter CS. Specifically, as described above, the MPU 42 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 44. Note that if the maximum value has been reached when the MPU 42 adds 1 to the previous value of the fluctuation type counter CS, the MPU 42 clears the value of the fluctuation type counter CS by returning it to 0.
[0114] In step S303, the MPU 42 executes a game round control process for progressing the game round. In the game round control process, the MPU 42 executes a win / lose lottery and an allocation lottery, and also determines information related to the patterns to be finally stopped and displayed on the pattern display device 36 and the main display unit 34. In step S304, the MPU 42 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 42 executes a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game number control process in step S303 and the game state transition process in step S304 will be explained in detail later.
[0115] In step S305, the MPU 42 executes a demo display execution determination process. In this demo display execution determination process, the MPU 42 determines whether a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game round has ended without a new game round being started, and if it determines that the start waiting period has elapsed, sets a demo command for starting a demo display. In step S301 of the normal process, the MPU 42 transmits the demo command set in step S305 to the audio and light-emitting control device 5. The audio and light emission control device 5 starts the demo display execution process based on the demo command transmitted from the MPU 42.
[0116] Here, the MPU 42 determines whether the start waiting period has elapsed by counting the number of times the process of step S305 is executed. For example, if the start waiting period is 30 seconds and the interval at which the process of step S305 is repeatedly executed is 4 msec, the MPU 42 counts the number of times the process of step S305 is executed and determines that the start waiting period has elapsed when the number of times reaches 7,500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Furthermore, if a new game round is started while the MPU 42 is counting the number of times the process of step S305 is executed, the MPU 42 resets the count value.
[0117] In step S306, the MPU 42 executes an electric role support process for executing drive control of the electric role 261 provided in the lower operating port 26. In this electric role support process, the MPU 42 executes an electric role release lottery based on the value of the electric role release counter C4 stored in the electric role reserve area 443 of the RAM 44, and if the electric role release lottery is won, executes opening and closing processing of the electric role 261. In addition, the MPU 42 executes display control of the role display unit 35 so as to display the result of the electric role release lottery.
[0118] In step S307, the MPU 42 executes a game ball launch control process. In this game ball launch control process, the MPU 42 causes the power supply and launch control device 47 to execute launch control to launch game balls based on the player's rotation of the launch handle 16. Specifically, the power supply and launch control device 47 causes the game ball launch mechanism 49 to launch game balls by exciting the solenoid of the game ball launch mechanism 49 at a predetermined cycle (0.6 seconds in this embodiment). The solenoid is excited so as to launch game balls with a launch intensity corresponding to the amount of rotation of the launch handle 16. Furthermore, when predetermined launch conditions are met, the power supply and launch control device 47 supplies a drive signal to the solenoid of the game ball launch mechanism 49 to launch the game balls.
[0119] In step S308, the MPU 42 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 44. This power outage flag is set in the RAM 44 when a power outage signal is input from the power outage monitoring board 45 to the NMI terminal of the MPU 42. The power outage monitoring board 45 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.
[0120] Here, the pachinko machine 1 sets various flags by assigning 1 to predetermined areas such as the RAM 44, and clears various flags by assigning 0. For example, the pachinko machine 1 sets a power outage flag by assigning 1 to a power outage flag storage area of the RAM 44, and clears the power outage flag by assigning 0 to the power outage flag storage area of the RAM 44.
[0121] If the MPU 42 determines in step S308 that the power outage flag is set, it executes power outage processing from step S312 onwards without executing processing from step S309 onwards. Specifically, in step S312, the MPU 42 prohibits timer interrupt processing from occurring. In step S313, the MPU 42 calculates and stores a RAM determination value (a checksum of RAM 44). In step S314, the MPU 42 prohibits access to RAM 44. Thereafter, the MPU 42 continues the infinite loop until power is completely cut off and processing can no longer be executed.
[0122] On the other hand, if the MPU42 determines in step S308 that the power outage flag is not set, it determines in step S309 whether the timing has come to execute the next normal processing, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the current normal processing started. If the MPU 42 determines in step S309 that it is not yet time to execute the next normal process, that is, if remaining time has occurred, it updates the random number initial value counter CINI in step S310 and updates the fluctuation type counter CS in step S311. Note that the MPU 42 repeatedly executes steps S308 to S311 until it determines in step S309 that it is time to execute the next normal process.
[0123] On the other hand, if the MPU 42 determines in step S309 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S301 again.
[0124] <Main processing> FIG. 11 is a flowchart of the main processing. In the main processing, the MPU 42 executes steps S401 to S412 as shown in FIG. In step S401, the MPU 42 executes a startup process when power is turned on. In this startup process, the MPU 42 waits for a predetermined time (for example, about 500 msec) after power is turned on to wait for the sub-side control board (such as the control board of the audio light emission control device 5) to become operable.
[0125] In step S402, the MPU 42 determines whether or not the permission / prohibition period of 1 second has elapsed. If the MPU 42 determines in step S402 that 1 second has not elapsed, it repeats the process of step S402. If the MPU 42 determines in step S402 that 1 second has elapsed, it executes the processes of step S403 and onward.
[0126] Here, the MPU 42 determines whether 1 second has elapsed by counting the number of times the process of step S402 is executed. For example, if the interval at which the process of step S402 is repeatedly executed is 0.1 msec, the MPU 42 counts the number of times the process of step S402 is executed and determines that 1 second has elapsed when the count reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.
[0127] In step S403, the MPU 42 permits access to the RAM 44. In step S404, the MPU 42 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 47 is turned on. If the MPU 42 determines in step S404 that the RAM erase switch is on, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S404 that the RAM erase switch is not on, it determines in step S405 whether a power outage flag is set in the power outage flag storage area of the RAM 44.
[0128] If the MPU 42 determines in step S405 that the power outage flag is not set, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S405 that the power outage flag is set, it calculates a RAM determination value in step S406. In step S407, the MPU 42 determines whether the RAM judgment value calculated in step S406 is normal or not, thereby confirming the validity of the data stored in the RAM 44. Specifically, the MPU 42 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.
[0129] If the MPU 42 determines in step S407 that the RAM determination value is not normal, it executes the processes in and after step S409. On the other hand, if the MPU 42 determines in step S407 that the RAM determination value is normal, the MPU 42 clears the power outage flag stored in the power outage flag storage area of the RAM 44 in step S408.
[0130] The validity of the data stored in RAM 44 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 44 may be confirmed by writing a keyword to a specified area of RAM 44 during power outage processing and determining whether or not this keyword has been written correctly during main processing.
[0131] As described above, if the MPU 42 determines in step S404 that the RAM erase switch is on, if it determines in step S405 that the power outage flag is not set, or if it determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. Specifically, the MPU 42 clears the work area of the RAM 44 in step S409, and initializes the RAM 44 in step S410.
[0132] Therefore, for example, the manager of the gaming facility can initialize the data stored in RAM 44 by turning on the power to the pachinko machine 1 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 1 initializes the data stored in RAM 44 if the power outage monitoring board 45 does not confirm the occurrence of a power outage or if the RAM determination value is abnormal.
[0133] After executing the processing of step S408 or step S410, MPU42 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 5) in step S411, and in step S412 allows timer interrupt processing to occur and proceeds to the normal processing described above. By receiving the initial command sent in step S411, the sub-side control board recognizes that communication with the main control board 41 is normal, and performs its own initialization.
[0134] <Game play control processing> FIG. 12 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 42 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 42 determines whether or not the MPU 42 is in the opening / closing execution mode. If the MPU 42 determines in step S501 that the MPU 42 is in the opening / closing execution mode, the MPU 42 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 42 determines that the MPU 42 is in the opening / closing execution mode, the MPU 42 does not start the game round regardless of whether or not the entry of a game ball into each of the actuation ports 25, 26 is detected. The MPU 42 determines whether the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 44. This also applies to the following processes. The MPU 42 sets the open / close execution mode flag when transitioning to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.
[0135] On the other hand, if the MPU 42 determines in step S501 that the mode is not the opening / closing execution mode, it determines in step S502 whether the main display unit 34 is performing a variable display, i.e., whether a game round is in progress. If it is determined in step S502 that the main display unit 34 is not currently performing a variable display, the MPU 42 executes a game round start process in steps S503 to S505. On the other hand, when the MPU 42 determines in step S502 that the main display unit 34 is performing a variable display, it executes a game round progression process in steps S506 to S509.
[0136] First, the game start process of steps S503 to S505 will be described. In step S503, the MPU 42 grasps the number of reserved items stored in the first result display unit reserved area Ra and the number of reserved items stored in the second result display unit reserved area Rb, and determines whether the total number CRN of these reserved items is equal to or less than 0. If the MPU 42 determines in step S503 that the total number CRN is equal to or less than 0, it terminates the game play control process.
[0137] On the other hand, if the MPU 42 determines in step S503 that the total number CRN is not "0" or less, it executes a data setting process in step S504 to set the reserved information stored in the first result display unit reserved area Ra or the second result display unit reserved area Rb for consumption of a game round. Thereafter, in step S505, the MPU 42 executes a variation start process to start variable display on the main display unit 34 and the pattern display device 36 to consume a game round, and ends the game round control process. The data setting process in step S504 and the fluctuation start process in step S505 will be described in detail below.
[0138] FIG. 13 is a flowchart illustrating the data setting process. In the data setting process, the MPU 42 executes steps S601 to S611 as shown in FIG. In step S601, the MPU 42 determines whether the second start pending memory count RbN in the reserve area Rb for the second result display unit, which was set in step S204 of the winning process for the activation port, is equal to or less than "0." If the MPU 42 determines in step S601 that the second start pending memory count RbN is equal to or less than "0," it executes data setting processing for the first result display unit in steps S602 to S606, and if it determines in step S601 that the second start pending memory count RbN is not equal to or less than "0," it executes data setting processing for the second result display unit in steps S607 to S611.
[0139] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, if the MPU 42 determines in step S601 that the second start pending memory number RbN is not equal to or less than "0," it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, if the MPU 42 determines that there is pending information stored in the second result display unit pending area Rb based on the winning of a gaming ball into the lower actuation port 26, it preferentially sets the pending information stored in the second result display unit pending area Rb for consumption of a game round, regardless of whether there is pending information stored in the first result display unit pending area Ra based on the winning of a gaming ball into the upper actuation port 25.
[0140] First, the data setting process for the first result display section in steps S602 to S606 will be described. In step S602, the MPU 42 subtracts 1 from the value of the first start pending memory number RaN in the first result display portion pending area Ra to update it. In step S603, the MPU 42 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE. In step S604, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 42 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.
[0141] In step S605, the MPU 42 clears the second result display unit flag stored in the RAM 44. This second result display unit flag is a flag for specifying which of the first result display unit 34 and the second result display unit 342 has started variable display as a game round is played. In step S605, the MPU 42 clears the second result display unit flag, which indicates that the first result display unit 341 will start variable display based on the entry of a gaming ball into the upper actuation port 25 as a game round is played.
[0142] In step S606, the MPU 42 sets a first shift command for recognizing that a shift of reserved information has been executed. Thereafter, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the first shift command set in step S606 to the audio and light-emitting control device 5. This first shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the upper actuation port 25. The sound and light emitting control device 5 changes the lighting state of the first reserve lamp unit 371 and also executes predetermined processing based on the first shift command transmitted from the MPU 42. This processing will be explained in detail later. Specifically, the sound and light emitting control device 5 reduces the number of lights in the first reserve lamp unit 371 as the number of reserved game balls that have entered the upper operating port 25 decreases.
[0143] Next, the data setting process for the second result display section in steps S607 to S611 will be described. In step S607, the MPU 42 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S608, the MPU 42 moves the reserved information stored in the second area Rb1 of the second result display section reserved area Rb to the execution area AE. In step S609, the MPU 42 executes a data shift process to shift the reserved information stored in the storage area of the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 42 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3.
[0144] In step S610, the MPU 42 sets the second result display unit flag in the RAM 44. In this step S610, the MPU 42 sets the second result display unit flag, which indicates that the second result display unit 342 will start to display a variable value based on the entry of a gaming ball into the lower actuation port 26 when a game round is played.
[0145] In step S611, the MPU 42 sets a second shift command for recognizing that a shift of reserved information has been executed. Thereafter, the MPU 42 ends the data setting process. In step S301 of the normal process, the MPU 42 transmits the second shift command set in step S611 to the audio and light-emitting control device 5. This second shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the second result display unit reserved area Rb based on the entry of a gaming ball into the lower actuation port 26. The sound and light emitting control device 5 changes the lighting state of the second reserve lamp unit 372 and also executes a predetermined process based on the second shift command transmitted from the MPU 42. This process will be described in detail later. Specifically, the sound and light emitting control device 5 reduces the number of lit second reserve lamp units 372 as the number of reserved game balls that have entered the lower actuation port 26 decreases.
[0146] FIG. 14 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start processing, the MPU 42 executes steps S701 to S718 as shown in FIG. In step S701, the MPU 42 determines whether the win / loss lottery mode is the high probability mode. If MPU42 determines in step S701 that the win / loss lottery mode is not the high probability mode, then in step S702 it reads out the win / loss table for the low probability mode (see Figure 6(a)) from the win / loss table memory area 431 of ROM43, and if it determines in step S701 that the win / loss lottery mode is the high probability mode, then in step S703 it reads out the win / loss table for the high probability mode (see Figure 6(b)) from the win / loss table memory area 431 of ROM43.
[0147] After executing the processing of step S702 or step S703, the MPU 42 executes a win / lose determination process in step S704. In this win / lose determination process, the MPU 42 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table read out in step S702 or step S703. As mentioned above, the win / lose result is one of "jackpot win," "special loss result," and "normal loss result," and this is the same whether the win / lose lottery mode is the low probability mode or the high probability mode.
[0148] In step S705, the MPU 42 determines whether the result determined in step S704 is a "jackpot win." If the MPU 42 determines in step S705 that the result is a "jackpot win," it executes the processes from step S706 onward, and if the MPU 42 determines in step S705 that the result is not a "jackpot win," it executes the processes from step S712 onward.
[0149] First, the process (the process from step S706 onwards) when the MPU 42 determines in step S705 that the result is a "jackpot win" will be described. In step S706, the MPU 42 determines whether the second result display section flag is set in the RAM 44.
[0150] If the MPU42 determines in step S706 that the second result display unit flag is not set in RAM44, this indicates that the first result display unit 341 should start displaying a variable value based on the entry of a game ball into the upper operating port 25, and therefore in step S707, the first allocation table (see Figure 7(a)) is read from the allocation table memory area 432 of ROM43. In contrast, if the MPU 42 determines in step S706 that the second result display unit flag is set in RAM 44, this indicates that the second result display unit 342 should start displaying a variable value based on the entry of a game ball into the lower operating port 26, and therefore in step S708, the second allocation table (see Figure 7(b)) is read from the allocation table memory area 432 of ROM 43.
[0151] After executing the process of step S707 or step S708, the MPU 42 executes allocation determination processing in step S709. In this allocation determination processing, the MPU 42 determines the result of the allocation lottery (allocation result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S707 or step S708.
[0152] In step S710, the MPU 42 executes a stop result setting process for a jackpot result. In this stop result setting process for a jackpot result, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the first result display section 341 or the second result display section 342 of the main display unit 34 according to the allocation result determined in step S709, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the main display unit 34 by comparing the allocation result determined in step S709 with a stop result table for a jackpot result stored in advance in the ROM 43. This stop result table for a jackpot result specifies different patterns to be stopped and displayed in the main display unit 34 for each allocation result.
[0153] In step S711, the MPU 42 sets a flag corresponding to the allocation result determined in step S709 in the RAM 44. Specifically, if the MPU 42 determines that the allocation result is a "low probability result," it sets a low probability result flag; if it determines that the allocation result is an "unspecified low round high probability result," it sets a unspecified low round high probability result flag; if it determines that the allocation result is an "explicit low round high probability result," it sets a specified low round high probability result flag; and if it determines that the allocation result is a "most advantageous result," it sets a most advantageous result flag. Thereafter, the MPU 42 executes the processing from step S716 onwards. In each of the following processes, the MPU 42 determines the allocation result by referring to these flags.
[0154] Next, the process (the process from step S712 onwards) when the MPU 42 determines in step S705 that the result is not a "jackpot win" will be described. In step S712, the MPU 42 determines whether the winning / losing result determined in step S704 is a "special losing result." If MPU42 determines in step S712 that the pass / fail result is a "special miss result," it executes the processing from step S713 onwards, and if it determines in step S712 that the pass / fail result is not a "special miss result," it executes the processing from step S715 onwards.
[0155] In step S713, the MPU 42 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the first result display section 341 or the second result display section 342 of the main display section 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the main display section 34 by referring to a stop result table for a special losing result stored in advance in the ROM 43. The pattern of the symbols set in this stop result table for a special losing result is different from the pattern of the symbols set in the stop result table for a jackpot result. In step S714, the MPU 42 sets a special miss flag in the RAM 44. In each of the following processes, the MPU 42 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.
[0156] In response to this, in step S715, the MPU 42 executes a stop result setting process for a normal loss result. In this stop result setting process for a normal loss result, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the first result display section 341 or the second result display section 342 of the main display section 34, and stores the determined information in the RAM 44. Here, the MPU 42 determines information related to the symbols to be finally stopped and displayed in the main display section 34 by referring to a stop result table for a normal loss result stored in advance in the ROM 43. The pattern of the symbols set in this stop result table for a normal loss result is different from the pattern of the symbols set in the stop result table for a jackpot result and the stop result table for a special loss result.
[0157] After executing any one of the processes in steps S711, S714, and S715, the MPU 42 executes a process for setting the display duration (display duration period) in step S716. In the display duration setting process, the MPU 42 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 44.
[0158] Furthermore, in the display duration setting process, the MPU 42 determines whether or not a reach display will occur on the symbol display device 36. Specifically, the MPU 42 determines that a reach display will occur if the allocation result determined in step S709 is a "low probability result" or a "most advantageous result," and if the win / loss result determined in step S704 is a "normal loss result" and the reach occurrence lottery is won. As described above, the MPU 42 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 433 of the ROM 43 with the value of the reach random number counter C3 stored in the reserved ball storage area 442.
[0159] When the MPU 42 determines that a reach display will occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for reach occurrence stored in the reach table memory area 433 of the ROM 43, and sets the determined display duration in the display duration counter provided in the various counter area 441 of the RAM 44. In contrast, when the MPU 42 determines that a reach display will not occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for non-reach occurrence stored in the reach table memory area 433 of the ROM 43, and sets the determined display duration in the display duration counter provided in the various counter area 441 of the RAM 44.
[0160] Specifically, the display duration table for when a reach does not occur is set so that the display duration shortens as the number of reserved items increases. Therefore, the display duration when the reserved information related to upper actuation port 25 is consumed is set so that the display duration shortens as the number of reserved items related to upper actuation port 25 increases. And the display duration when the reserved information related to lower actuation port 26 is consumed is set so that the display duration shortens as the number of reserved items related to lower actuation port 26 increases. Also, the display duration table for when a reach does not occur is set so that the display duration shortens when the support mode is high-frequency support mode compared to when it is low-frequency support mode. In other words, if the number of reserved items is the same, the display duration in high-frequency support mode is shorter than that in low-frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.
[0161] The display duration table for non-reach occurrence may be set to the opposite relationship to the above, such that the display duration becomes longer as the number of reserved items increases, or may be configured not to change depending on the number of reserved items or support mode. Also, separate display duration tables may be set for the win / fail result and the allocation result.
[0162] In step S717, the MPU 42 sets a variation command and a type command. In step S301 of the normal process, the MPU 42 transmits the variation command and type command set in step S717 to the audio and light emission control device 5. The audio and light emission control device 5 executes predetermined processing based on the variation command and the type command transmitted from the MPU 42. This processing will be described in detail later.
[0163] The variation command includes information regarding the display duration time, and does not include information regarding whether or not a reach display will occur. Here, as described above, the display duration determined by referring to the display duration table for reach occurrence and the display duration determined by referring to the display duration table for reach non-occurrence are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 5, which is the sub-control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may also directly include information on whether or not a reach display will occur.
[0164] The type command includes information related to the win / loss result. In other words, the type command includes information related to the win / loss result, such as a "jackpot win," a "special loss result," and a "normal loss result." The type command also includes information related to the allocation result. In other words, the type command includes information related to the "low probability result," "non-explicit low round high probability result," "explicit low round high probability result," and "most advantageous result," such as information related to the allocation result. In the following description, the win / loss result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.
[0165] In step S718, the MPU 42 determines whether the second result display unit flag is set in the RAM 44, and based on the determination result, starts a variable display on the main display unit 34. Thereafter, the MPU 42 ends the variable start process. Specifically, when the MPU 42 determines that the second result display unit flag is not set in the RAM 44, this indicates that the first result display unit 341 should start displaying a changing value based on the entry of a game ball into the upper operating port 25 when a game round is played, and so the MPU 42 causes the first result display unit 341 to start displaying a changing value. In contrast, when the MPU 42 determines that the second result display unit flag is set in the RAM 44, this indicates that the second result display unit 342 should start displaying a changing value based on the entry of a game ball into the lower operating port 26 when a game round is played, and so the MPU 42 starts displaying a changing value in the second result display unit 342.
[0166] Returning to the explanation of the game round control process, the game round progress process in steps S506 to S509 will be explained with reference to FIG. In step S502, the MPU 42 determines whether or not the main display unit 34 is performing a variable display, and if it determines that the main display unit 34 is performing a variable display, it executes a game round progression process in steps S506 to S509.
[0167] In step S506, the MPU 42 determines whether the display duration time set in step S716 of the variation start processing has elapsed. Specifically, the MPU 42 determines whether the value set in the display duration time counter of the RAM 44 has become equal to or less than "0." Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.
[0168] If the MPU 42 determines in step S506 that the display duration time has not elapsed, it executes a variable display process in step S507. In this variable display process, the MPU 42 updates the display of the main display unit 34 during the variable display. Thereafter, the MPU 42 ends the game number control process.
[0169] On the other hand, if the MPU 42 determines in step S506 that the display duration time has elapsed, it executes a variation end process in step S508. In this variation end process, the MPU 42 identifies information (information related to the pattern to be finally stopped and displayed on the main display unit 34) stored in the RAM 44 in any one of steps S710, S713, and S715 of the variation start process executed when starting a variable display on the main display unit 34. Then, at the end of a game round, the MPU 42 executes display control of the main display unit 34 so that a pattern corresponding to this identified information is displayed on the main display unit 34 during the variable display.
[0170] Here, the image that is finally stopped and displayed on the main display unit 34 differs depending on the type of game result. Therefore, the manager of the gaming facility or the like can check the game result by visually checking the main display unit 34 at the end of a game round. This allows the manager of the gaming facility or the like to easily check whether or not fraudulent activity is being committed, for example, by attempting to make the pachinko machine 1 behave in the same way as if a jackpot had been won in a lottery. Furthermore, the main display unit 34 has a smaller display area than the display screen G of the pattern display device 36, and the pictures displayed in a stopped state on the main display unit 34 are harder for the player to recognize than the sequence of symbols Z1 to Z3 displayed in a stopped state on the display screen G of the pattern display device 36. Therefore, when a round of play ends, the player will determine whether or not they have won a jackpot by checking the display screen G of the pattern display device 36 rather than the main display unit 34, which can increase the attention paid to the display screen G.
[0171] In step S509, the MPU 42 sets a fluctuation end command. In step S301 of the normal processing, the MPU 42 transmits the fluctuation end command set in step S509 to the sound and light emission control device 5. Thereafter, the MPU 42 ends the game number control processing. The sound and light emitting control device 5 executes processing to end the presentation of the game round based on the variation end command transmitted from the MPU 42. Here, the sound and light emitting control device 5 may be configured to end the presentation of the game round independently without needing to receive the variation end command.
[0172] <Game state transition processing> FIG. 15 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 42 executes steps S801 to S814 as shown in FIG. In step S801, the MPU 42 determines whether or not the MPU 42 is in the opening / closing execution mode. If it is determined in step S801 that the MPU is not in the opening / closing execution mode, it executes the processes in step S802 and thereafter. On the other hand, if the MPU 42 determines in step S801 that the opening / closing execution mode is in progress, it executes the processes from step S811 onwards.
[0173] First, the process (the process from step S802 onwards) when it is determined in step S801 that the MPU 42 is not in the opening / closing execution mode will be described. In step S802, the MPU 42 determines whether or not the variable display of the main display unit 34 has ended. If the MPU 42 determines in step S802 that the variable display of the main display unit 34 has not ended, the MPU 42 ends the game state transition process. On the other hand, if the MPU 42 determines in step S802 that the variable display of the main display unit 34 has ended, it determines in step S803 whether the winning / losing result corresponds to a transition to the open / close execution mode. Specifically, the MPU 42 determines whether the winning / losing result is a "jackpot win" or a "special loss result."
[0174] If the MPU 42 determines in step S803 that the pass / fail result corresponds to a transition to the opening / closing execution mode, it sets an opening / closing execution mode flag in the RAM 44 and then executes the processing from step S804 onwards. In contrast, if the MPU42 determines in step S803 that the win / loss result does not correspond to a transition to the opening / closing execution mode (if it determines that the win / loss result is a "normal miss result"), it terminates the game state transition processing.
[0175] In step S804, the MPU 42 determines whether the winning / losing result is a "special losing result." If the MPU 42 determines in step S804 that the win / loss result is a "special loss result," then in step S805, it sets "2" to the opening / closing counter SOC provided in the various counter area 441 of the RAM 44. This opening / closing counter SOC is a counter that allows the MPU 42 to determine the total number of times the large winning opening 271 of the variable winning device 27 is opened and closed when transitioning to the opening / closing execution mode.
[0176] In contrast, if MPU42 determines in step S804 that the win / loss result is not a "special miss result," i.e., if it determines that the win / loss result is a "jackpot win," it determines in step S806 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0177] If the MPU 42 determines in step S806 that the allocation result is a few-round high-probability result, then in step S807 it sets "2" to the round counter RC provided in the various counter area 441 of the RAM 44. If the MPU 42 determines in step S806 that the allocation result is not a few-round high-probability result, that is, if it determines that the allocation result is a "low-probability result" or a "most advantageous result," then in step S808 it sets "15" to the round counter RC. This round counter RC is a counter that allows the MPU 42 to specify the number of rounds of play when transitioning to the open / close execution mode.
[0178] Here, the pachinko machine 1 has a plurality of opening / closing execution modes with different ending conditions. Specifically, the pachinko machine 1 has, as opening / closing execution modes, a round number-defined mode to which the machine shifts when the win / loss result is a "jackpot win" and an opening / closing number-defined mode to which the machine shifts when the win / loss result is a "special loss result."
[0179] The round number setting mode ends when a predetermined number of round games have been played, where the number of round games corresponds to the value set in the round counter RC. The opening / closing number-defined mode ends on the condition that the large prize opening 271 has been opened and closed a predetermined total number of times, or a predetermined number of game balls have entered the large prize opening 271. Here, the total number of times the large prize opening 271 has been opened and closed corresponds to the value set in the opening / closing counter SOC. This opening / closing number-defined mode does not end on the condition that the number of rounds of play has been completed.
[0180] The pachinko machine 1 opens and closes the big prize opening 271 once per round of play. One round of play continues until one of the following two conditions is met. In other words, after setting the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again by meeting one of the following two conditions: (1) The predetermined maximum duration (maximum duration) has elapsed. (2) The total number of winning balls in the major winning slot 271 reaches a predetermined upper limit.
[0181] After executing any one of the processes in steps S805, S807, and S808, the MPU 42 sets "1000" as the waiting time (waiting period) for opening in a timer counter T provided in the various counter area 441 of the RAM 44 in step S809. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.
[0182] In this way, when the MPU 42 determines in step S803 that the win / loss result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for opening in the timer counter T regardless of the type of game result. In other words, the waiting time for opening is the same regardless of the type of game result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.
[0183] In step S810, the MPU 42 sets an opening command. After that, the MPU 42 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the open / close execution mode. In step S301 of the normal process, the MPU 42 transmits the opening command set in step S810 to the audio and light-emitting control device 5. The audio and light emission control device 5 recognizes the transition to the open / close execution mode based on the opening command sent from the MPU 42, and executes a predetermined process, which will be described in detail later.
[0184] Next, the process (the process from step S811 onwards) when it is determined in step S801 that the MPU 42 is in the opening / closing execution mode will be described. In step S811, the MPU 42 executes the big prize opening / closing process.
[0185] FIG. 16 is a diagram showing a flowchart of the big prize opening / closing process. In the big prize opening opening / closing process, the MPU 42 executes steps S901 to S924 as shown in FIG. In step S901, the MPU 42 determines whether the big prize opening 271 is open or not. If the MPU 42 determines in step S901 that the big prize opening 271 is not open, it executes the processes in step S902 and thereafter. On the other hand, if the MPU 42 determines in step S901 that the big prize opening 271 is open, it executes the processes in and after step S906.
[0186] First, the process (the process from step S902 onwards) when it is determined in step S901 that the big prize opening 271 is not open by the MPU 42 will be described. In step S902, the MPU 42 determines whether the value of the open / close counter SOC is equal to or less than "0" and whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S902 that both the value of the open / close counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening open / close process.
[0187] In contrast, if the MPU42 determines in step S902 that at least one of the values of the opening / closing counter SOC and the round counter RC is not less than "0", it determines in step S903 whether the value of the timer counter T is less than "0". If the MPU 42 determines in step S903 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening process.
[0188] On the other hand, if the MPU 42 determines in step S903 that the value of the timer counter T is equal to or less than "0", it executes a big prize opening process in step S904. The process of opening the big prize slot in step S904 will be described in detail below.
[0189] FIG. 17 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 42 executes steps S1001 to S1007 as shown in FIG. In step S1001, the MPU 42 determines whether the winning / losing result is a "special losing result."
[0190] If the MPU 42 determines in step S1001 that the winning result is a "special losing result," it sets "8" to the winning counter PC provided in the various counter area 441 of the RAM 44 in step S1002, and sets "85" to the timer counter T in step S1003. As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 seconds.
[0191] In contrast, if the MPU42 determines in step S1001 that the winning / losing result is not a "special losing result," it sets the winning counter PC to "8" in step S1004, and determines in step S1005 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").
[0192] If the MPU 42 determines in step S1005 that the allocation result is a high probability result in a small number of rounds, it sets "85" in the timer counter T in step S1003 described above. On the other hand, if the MPU 42 determines in step S1005 that the allocation result is not a low-round high-probability result, it sets the timer counter T to "15000" in step S1006. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 seconds.
[0193] After executing the process of step S1003 or step S1006, the MPU 42 executes an opening execution process for the special prize opening 271 in step S1007. In this opening execution process, the MPU 42 sets the opening / closing door 272 to an open state by executing drive control of the variable prize driving unit 273. Thereafter, the MPU 42 ends the special prize opening opening process.
[0194] The value set in the winning counter PC in step S1002 or step S1004 specifies the upper limit of the total number of game balls that can enter the large winning slot 271. In this reference embodiment, the MPU 42 sets the same value ("8" in this reference embodiment) in the winning counter PC when it determines in step S1001 that the winning result is a "special losing result" and when it determines that the winning result is not a "special losing result", but different values may also be set in the winning counter PC.
[0195] Furthermore, the value set in the timer counter T in step S1003 or step S1006 specifies the upper limit duration time from when the opening / closing door 272 is set to the open state until when it is set to the closed state again. Therefore, as described above, the MPU 42 sets two types of upper limit duration times with different lengths by setting the timer counter T to "85" or "15000." Specifically, the MPU 42 sets a long-term mode (long-term mode) in which the upper limit duration time is set to 30 seconds, and a short-term mode (short-term mode) in which the upper limit duration time is set to 0.17 seconds, which is shorter than the long-term mode.
[0196] Here, as described above, the pachinko machine 1 causes the game ball launching mechanism 49 to launch game balls by exciting the solenoid of the game ball launching mechanism 49 at a cycle of 0.6 seconds. Also, as described above, the MPU 42 sets the upper limit of the total number of game balls that can enter the large prize opening 271 to eight by setting the prize counter PC to "8." Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 271 and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 271. In contrast, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of game balls that can enter the large prize opening 271 and the firing cycle of the game balls (more specifically, shorter than the firing cycle of the game balls), so it is difficult to make a game ball enter the large prize opening 271. However, depending on the timing, it is possible to make about one game ball enter the large prize opening 271.
[0197] Returning to the explanation of the big prize opening / closing process, the process from step S905 onwards will be explained with reference to FIG. After executing the special prize opening process in step S904, the MPU 42 sets an opening command in step S905. Also, in step S301 of the normal process, the MPU 42 transmits the opening command set in step S905 to the sound and light emission control device 5. Thereafter, the MPU 42 ends the special prize opening opening and closing process. The audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the open state based on the open command sent from the MPU 42, and executes a predetermined process.
[0198] Next, the process (the process from step S906 onwards) when it is determined in step S901 by the MPU 42 that the big prize opening 271 is open will be described. In step S906, the MPU 42 determines whether the value of the timer counter T is equal to or less than "0." That is, the MPU 42 determines whether the upper limit duration set in the timer counter T in step S1003 or step S1006 of the big prize opening processing has elapsed.
[0199] If the MPU 42 determines in step S906 that the value of the timer counter T is not equal to or less than "0", it executes the processes in step S907 and thereafter. On the other hand, if the MPU 42 determines in step S906 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S918.
[0200] First, the process (the process from step S907 onwards) when it is determined in step S906 that the value of the timer counter T is not equal to or less than "0" in the MPU 42 will be described. In step S907, the MPU 42 determines whether or not a win has occurred in the special prize opening 271. The determination of whether or not a win has occurred in the special prize opening 271 is made based on the detection result of the detection sensor 304 corresponding to the special prize opening 271.
[0201] If the MPU 42 determines in step S907 that no win has occurred in the special win opening 271, it ends the special win opening opening opening process. On the other hand, if the MPU 42 determines in step S907 that a win has occurred in the big win port 271, it updates the value of the win counter PC by subtracting 1 from the value in step S908.
[0202] In step S909, the MPU 42 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 42 determines in step S909 that the value of the prize counter PC is not equal to or less than "0", it ends the big prize opening opening process. On the other hand, if the MPU 42 determines in step S909 that the value of the winning counter PC is equal to or less than "0," it executes a closing execution process in step S910. In this closing execution process, the MPU 42 executes drive control of the variable winning drive unit 273 to set the opening / closing door 272 to a closed state.
[0203] In step S911, the MPU 42 sets a close command. The MPU 42 transmits the close command set in step S911 to the audio and light emission control device 5 in step S301 of the normal processing. The audio and light emission control device 5 recognizes that the opening and closing door 272 has been set to the closed state based on the close command sent from the MPU 42, and executes a predetermined process.
[0204] In step S912, the MPU 42 determines whether the winning / losing result is a "special losing result." If the MPU 42 determines in step S912 that the winning / losing result is a "special losing result," it executes the processing from step S923 onwards, which will be described later.
[0205] On the other hand, if the MPU 42 determines in step S912 that the winning / losing result is not a "special losing result," it executes the processing from step S913 onwards. In step S913, the MPU 42 updates the value of the round counter RC by subtracting 1 from the value of the round counter RC.
[0206] In step S914, the MPU 42 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S914 that the value of the round counter RC is not equal to or less than "0," then in step S915, the MPU 42 sets the value of the timer counter T to "500." Thereafter, the MPU 42 ends the big prize opening opening and closing process.
[0207] Here, the value set in the timer counter T in step S915 specifies the open standby time from when the opening / closing door 272 is set to the open state, to when it is set to the closed state, and until it is set to the open state again. In this embodiment, the open standby time is 1 second. This open standby time is the same regardless of the type of opening / closing execution mode or the progress status.
[0208] On the other hand, if the MPU 42 determines in step S914 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S916 onwards. In step S916, the MPU 42 sets "2000" in the timer counter T as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.
[0209] The waiting time for the ending is the same regardless of the type of game result, as with the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different for a game result of a "low probability result" or a "most advantageous result" than for a game result other than these.
[0210] In step S917, the MPU 42 sets an ending command. In step S301 of the normal processing, the MPU 42 transmits the ending command set in step S917 to the sound and light emission control device 5. Thereafter, the MPU 42 ends the big prize opening opening and closing processing. The audio and light emission control device 5 recognizes the end of the opening and closing execution mode based on the ending command transmitted from the MPU 42, and executes a predetermined process.
[0211] Next, the process (the process from step S918 onwards) when it is determined in step S906 that the value of the timer counter T is equal to or less than "0" by the MPU 42 will be described. In step S918, the MPU 42 executes the closing execution process in the same manner as in step S910 described above. In step S919, the MPU 42 sets a close command in the same manner as in step S911 described above.
[0212] In step S920, the MPU 42 determines whether the winning or losing result is a "special losing result." If the MPU 42 determines in step S920 that the result is not a "special miss result," that is, if it determines that the result is a "jackpot win," it executes the processes from step S921 onwards. On the other hand, if the MPU 42 determines in step S920 that the winning / losing result is a "special losing result," it executes the processing from step S923 onwards.
[0213] First, the process (the process from step S921 onwards) when the MPU 42 determines in step S920 that the winning / losing result is not a "special losing result" will be described. In step S921, the MPU 42 updates the value of the round counter RC by subtracting 1 from the value of the round counter RC.
[0214] In step S922, the MPU 42 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 42 determines in step S922 that the value of the round counter RC is not equal to or less than "0", it executes the processes from step S915 onwards. On the other hand, if the MPU 42 determines in step S922 that the value of the round counter RC is equal to or less than "0", it executes the above-mentioned processing from S916 onwards.
[0215] Next, the process (the process from step S923 onwards) when the MPU 42 determines in step S912 or step S920 that the winning / losing result is a "special losing result" will be described. In step S923, the MPU 42 subtracts 1 from the value of the open / close counter SOC to update it.
[0216] In step S924, the MPU 42 determines whether the value of the open / close counter SOC is equal to or less than "0". If the MPU 42 determines in step S924 that the value of the open / close counter SOC is not equal to or less than "0", it executes the processes from step S915 onwards. On the other hand, if the MPU 42 determines in step S924 that the value of the open / close counter SOC is equal to or less than "0", it executes the above-described processing from S916 onwards.
[0217] Returning to the explanation of the game state transition process, the process from step S812 onwards will be explained with reference to FIG. After executing the big prize opening opening / closing process in step S811, the MPU 42 determines in step S812 whether the value of the opening / closing counter SOC is "0" or less and the value of the round counter RC is "0" or less.
[0218] If the MPU 42 determines in step S812 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 42 determines in step S812 that both the value of the opening / closing counter SOC and the value of the round counter RC are less than or equal to "0", then in step S813 it determines whether the value of the timer counter T is less than or equal to "0".
[0219] If the MPU 42 determines in step S813 that the value of the timer counter T is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 42 determines in step S813 that the value of the timer counter T is equal to or less than "0," then in step S814, it clears the open / close execution mode in progress flag stored in the RAM 44, and then executes transition processing at the end of the open / close execution mode. Thereafter, the MPU 42 ends the game state transition processing. The transition process when the opening / closing execution mode ends will be described in detail below.
[0220] FIG. 18 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 42 executes steps S1101 to S1112 as shown in FIG. In step S1101, the MPU 42 determines whether the allocation result is the "most advantageous result" or the "explicit few-round high-probability result."
[0221] If the MPU 42 determines in step S1101 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes from step S1102 onwards. On the other hand, if the MPU 42 determines in step S1101 that the allocation result is not the "most advantageous result" or the "explicit few-round high-probability result," it executes the processes in and after step S1105.
[0222] First, the process (the process from step S1102 onwards) when the MPU 42 determines in step S1101 that the allocation result is the "most advantageous result" or the "explicit few-round high-probability result" will be described. In step S1102, the MPU 42 sets a high frequency support flag in the RAM 44. If the high frequency support flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the support mode to the high frequency support mode.
[0223] In step S1103, the MPU 42 clears the number limit flag stored in the RAM 44. Here, if the high frequency support flag is set in RAM 44 and the number of times limit flag is not set, the high frequency support mode continues at least until the winning / losing lottery results in a "jackpot win."
[0224] In step S1104, the MPU 42 sets the high-probability mode flag in the RAM 44. If the high-probability mode flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the win / loss lottery mode to the high-probability mode. This high-probability mode continues at least until the win / loss lottery results in a "jackpot win." Thereafter, the MPU 42 ends the transition process at the end of the open / close execution mode.
[0225] When the transition process at the end of the open / close execution mode is completed, the MPU 42 clears the flags (low probability result flag, non-expressed few rounds high probability result flag, expressed few rounds high probability result flag, and most advantageous result flag) set in the RAM 44 according to the allocation result and the special loss flag. Also, in step S701 of the above-mentioned fluctuation start process, the MPU 42 determines whether the win / loss lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 44.
[0226] Next, the process (processing from step S1105 onwards) when the MPU 42 determines in step S1101 that the allocation result is not the "most advantageous result" or the "explicit few-round high-probability result" will be described. In step S1105, the MPU 42 determines whether the allocation result is an "unspecified few rounds high probability result."
[0227] If the MPU 42 determines in step S1105 that the allocation result is an "unspecified few rounds high probability result", it executes the processes from step S1106 onwards. On the other hand, if the MPU 42 determines in step S1105 that the allocation result is not the "non-explicit few-round high-probability result", it executes the processes from step S1108 onwards.
[0228] First, the process (the process from step S1106 onwards) when the MPU 42 determines in step S1105 that the allocation result is an "unspecified few rounds high probability result" will be described. In step S1106, the MPU 42 determines whether the high frequency support flag is set in the RAM 44.
[0229] If the MPU 42 determines in step S1106 that the high frequency support flag is set in the RAM 44, it executes the processes from step S1103 onwards. On the other hand, if the MPU 42 determines in step S1106 that the high frequency support flag is not set in the RAM 44, it sets the high probability mode flag in the RAM 44 in step S1107. If the high probability mode flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the win / loss lottery mode to the high probability mode. This high probability mode continues at least until the win / loss lottery results in a "jackpot win." Thereafter, the MPU 42 ends the transition process at the end of the opening / closing execution mode.
[0230] Next, the process (the process from step S1108 onwards) when the MPU 42 determines in step S1105 that the allocation result is not the "non-explicit few-round high-probability result" will be described. In step S1108, the MPU 42 determines whether the allocation result is a "low probability result."
[0231] If the MPU 42 determines in step S1108 that the allocation result is not a "low probability result" (if the win / loss result is determined to be a "special loss result"), it terminates the transition process at the end of the opening / closing execution mode. On the other hand, if the MPU 42 determines in step S1108 that the allocation result is a "low probability result," it executes the processes of step S1109 and thereafter.
[0232] In step S1109, the MPU 42 clears the high-probability mode flag. As a result, the MPU 42 sets the win / loss lottery mode to the low-probability mode. This low-probability mode continues at least until the win / loss lottery results in a "jackpot win" and the allocation result becomes anything other than a "low-probability result."
[0233] In step S1110, the MPU 42 sets the high frequency support flag in the RAM 44. If the high frequency support flag has already been set in the RAM 44, the MPU 42 maintains it. As a result, the MPU 42 sets the support mode to the high frequency support mode. In step S1111, the MPU 42 sets the value of the number of games counter provided in the various counter area 441 of the RAM 44 to "100". In step S1112, the MPU 42 sets the number of times limit flag in the RAM 44. If the number of times limit flag has already been set in the RAM 44, the MPU 42 maintains it. Thereafter, the MPU 42 ends the transition process at the end of the opening and closing execution mode.
[0234] Here, if the high frequency support flag is set in the RAM 44 and the number of times limit flag is set, the high frequency support mode continues until 100 games have been played, which is the termination reference number set in the game number counter. When 100 games have been played, the MPU 42 clears the high frequency support flag and the number of times limit flag. As a result, the MPU 42 sets the support mode to the low frequency support mode. The MPU 42 executes these processes as electric support processes in step S306 of the normal process, but detailed description thereof will be omitted.
[0235] In this way, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "most favorable result" or a "high probability result with a specified number of rounds," the game state will transition to high probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The high probability mode and high frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."
[0236] Also, when the current support mode is the high-frequency support mode, if the win / loss lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and high-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and high-frequency support mode will continue at least until the win / loss lottery results in a "jackpot win."
[0237] On the other hand, if the current support mode is the low-frequency support mode and the lottery results in a "jackpot win" and the allocation result in the allocation lottery is an "unspecified few rounds high probability result," the game state will transition to the high-probability mode and low-frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode). The high-probability mode and low-frequency support mode will continue at least until the lottery results in a "jackpot win."
[0238] Furthermore, if the winning / losing lottery results in a "jackpot win" and the allocation result in the allocation lottery is a "low probability result," the game state will transition to low probability mode and high frequency support mode after the end of the open / close execution mode (i.e., the round number specified mode) regardless of the current game state. The low probability mode will continue at least until the winning / losing lottery results in a "jackpot win," and the high frequency support mode will transition to low frequency support mode if 100 games have been played without a "jackpot win" in the winning / losing lottery.
[0239] Also, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss result" or a "normal miss result," the game state will not change.
[0240] <Electrical configuration of the audio and light emitting control device> FIG. 19 is a block diagram showing the electrical configuration of the audio and light emission control device. 19, the audio and light emission control device 5 includes an audio and light emission control board 51, an MPU 52 mounted on the audio and light emission control board 51, and a ROM 53 and a RAM 54 that constitute the MPU 52. Here, the MPU 52 is an element that combines the ROM 53 and RAM 54, as well as a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit, all on one chip.
[0241] The ROM 53 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The RAM 54 is a memory for temporarily storing various data and the like when the control program stored in the ROM 53 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 54 has various areas, such as a command list storage area 541, a various counter area 542, and a sub-side hold information storage area 543. These areas will be described in detail later.
[0242] The MPU 52 has an input port and an output port. As described above, the input port of the MPU 52 is connected to the main control device 4. The output port of the MPU 52 is connected to the various lamp units 124, 371 to 373, the speaker unit 125, and the display control device 6. The MPU 52 controls the driving of the various lamp units 124, 371 to 373 and the speaker unit 125 based on commands sent from the main control device 4. Furthermore, the MPU 52 transmits the commands resulting from analyzing these commands to the display control device 6. The audio and light emission control device 5 is electrically connected to the display control device 6 via a connector unit (connection unit) having connectors on both ends of a signal line.
[0243] FIG. 20 shows the contents of the sub-side hold information storage area. As shown in FIG. 20, the sub-side reservation information storage area 543 includes a first sub-side reservation area SRa, a second sub-side reservation area SRb, and an execution area SAE.
[0244] The first sub-side reservation area SRa provided as the first sub-side acquired information storage means has four storage areas, a first area SRa1 to a fourth area SRa4. Each of the areas SRa1 to SRa4 has a storage capacity that can store normal hold information for generating a normal hold and advance notice hold information for generating an advance notice hold. The normal hold information for generating a normal hold and the advance notice hold information for generating an advance notice hold will be described in detail later.
[0245] The MPU 52 stores the normal hold information or the advance notice hold information as the sub-side hold information in each of the areas SRa1 to SRa4 in chronological order in accordance with the reception of the first hold generation command. Specifically, when the MPU 52 receives the first hold generation command transmitted from the MPU 42, it stores the sub-side hold information in chronological order in the first area SRa1 → the second area SRa2 → the third area SRa3 → the fourth area SRa4.
[0246] In this way, the first sub-side reserve area SRa has four storage areas, so that up to four pieces of sub-side reserve information based on the first reserve occurrence command can be reserved. The first sub-side reserve area SRa also has a storage area for writing the number of reserved items stored in each of the areas SRa1 to SRa4.
[0247] The second sub-side reservation area SRb provided as the second sub-side acquired information storage means has four storage areas, a first area SRb1 to a fourth area SRb4. Each of the areas SRb1 to SRb4 has a storage capacity that can store normal hold information for generating a normal hold and advance notice hold information for generating an advance notice hold. The normal hold information for generating a normal hold and the advance notice hold information for generating an advance notice hold will be described in detail later.
[0248] The MPU 52 stores the normal hold information or the advance notice hold information as the sub-side hold information in each of the areas SRb1 to SRb4 in chronological order in accordance with the reception of the second hold generation command. Specifically, when the MPU 52 receives the second hold generation command transmitted from the MPU 42, it stores the sub-side hold information in chronological order in the first area SRb1 → the second area SRb2 → the third area SRb3 → the fourth area SRb4.
[0249] In this way, the second sub-side reserve area SRb has four storage areas, so that up to four pieces of sub-side reserve information based on the second reserve occurrence command can be reserved. In addition, the second sub-side reserve area SRb has a storage area for writing the number of reserved items stored in each of the areas SRb1 to SRb4.
[0250] The execution area SAE is an area for moving the sub-side reserved information stored in the memory area of the first sub-side reserved area SRa or the second sub-side reserved area SRb when starting the variable display of the pattern display device 36.
[0251] <Electrical configuration of the display control device> FIG. 21 is a block diagram showing the electrical configuration of the display control device. 21, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 constituting the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. The MPU 62 is a chip-integrated device that combines the program ROM 63 and the work RAM 64 with a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit. The MPU 62, VDP 65, character ROM 66, and video RAM 67 are mounted on the display control board 61.
[0252] The MPU 62 analyzes the command transmitted from the audio and light emission control device 5 and performs predetermined calculations based on the command to control the VDP 65. Specifically, the MPU 62 controls the VDP 65 by generating a command for the VDP 65.
[0253] The program ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 64 is a memory for temporarily storing various data etc. when executing the control program stored in the program ROM 63, and is a volatile storage means that requires an external power supply to retain the stored information.
[0254] The VDP 65 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 36. Because the VDP 65 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the video RAM 67.
[0255] The character ROM 66 functions as an image data library for storing character data such as the designs to be displayed on the design display device 36. The character ROM 66 stores bitmap image data of various designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the pattern display device 36, and the display contents of the pattern display device 36 can be changed by rewriting the contents of this video RAM 67.
[0256] The video RAM 67 includes a development buffer 68 and a frame buffer 69 . As described above, the VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates one frame of drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Note that one frame of drawing data refers to data necessary to display an image at one update timing in a configuration in which the image on the display screen G of the pattern display device 36 is updated at a predetermined update timing.
[0257] Here, the frame buffer 69 includes a plurality of frame areas 691 and 692. Specifically, the frame buffer 69 includes a first frame area 691 and a second frame area 692.
[0258] Each frame area 691, 692 is set to a capacity capable of storing one frame's worth of drawing data. Specifically, each frame area 691, 692 includes a large number of unit areas corresponding to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color to display. More specifically, each unit area employs a full-color system, allowing the setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of one byte (8 bits) for each RGB color, for a total storage capacity of at least three bytes.
[0259] While drawing data created in one frame area (for example, the first frame area 691) is being used to draw on the pattern display device 36, the VDP 65 creates drawing data to be used next for the other frame area (for example, the second frame area 692). In other words, the frame buffer 69 employs a double buffer system.
[0260] Furthermore, the VDP 65 generates an image signal corresponding to each dot on the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692, and outputs the image signal to the pattern display device 36. More specifically, the VDP 65 transfers the drawing data to the frame areas 691, 692 to be output. The VDP 65 converts this drawing data into gradation data by adjusting the resolution using a scaler (not shown) so that the drawing data corresponds to the resolution of the pattern display device 36. The VDP 65 then generates an image signal corresponding to each dot on the display screen G based on the gradation data, and outputs the image signal to the pattern display device 36.
[0261] <Timer interrupt processing executed by the audio and light emission control device> FIG. 22 is a flowchart showing the timer interrupt process executed by the audio and light emission control device. The MPU 52 of the sound and light emission control device 5 executes a timer interrupt process to progress the game. In this timer interrupt process, the MPU 52 executes steps S2001 to S2006 periodically (for example, every 2 msec) as shown in Fig. 22.
[0262] In step S2001, the MPU 52 executes a command storage process. In this command storage process, when the MPU 52 receives a command from the MPU 42, the MPU 52 stores the command in the RAM 54. Specifically, the RAM 54 has a ring buffer for storing and reading commands transmitted from the MPU 42, and the MPU 52 stores the commands in the ring buffer in the order in which they were transmitted from the MPU 42. The MPU 52 reads the commands from the ring buffer in the order in which they were stored.
[0263] In step S2002, the MPU 52 executes a reserved decision process based on the command sent from the MPU 42. In the reserved decision process, the MPU 52 determines the occurrence of a reserved pattern, the shift of a reserved pattern, etc. This reserved decision process will be described in detail later. In step S2003, the MPU 52 executes a process for determining an effect based on the command transmitted from the MPU 42. In the process for determining an effect, the MPU 52 determines an effect for a game round, an effect for an open / close execution mode, etc. This process for determining an effect will be described in detail later. In step S2004, the MPU 52 executes a performance execution process based on the contents of the hold determination process in step S2002 and the performance determination process in step S2003. Specifically, in the performance execution process, the MPU 52 executes light emission control of the various lamp units 124, 371 to 373 and executes audio control of the speaker unit 125.
[0264] In step S2005, the MPU 52 executes a demo display execution process based on the demo command transmitted from the MPU 42. In the demo display execution process, the MPU 52 executes a demo display when a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game round has ended without a new game round being started. Specifically, in the demo display execution process, the MPU 52 executes light emission control of the various lamp units 124 and audio control of the speaker unit 125.
[0265] In step S2006, a command transmission process is executed to transmit the commands set in the hold determination process in step S2002 and the effect determination process in step S2003 to the display control device 6. In this command transmission process, the MPU 52 determines whether or not it is time to transmit the various commands stored as a command list in the command list storage area 541 of the RAM 54 to the display control device 6, and if it determines that it is time to transmit the various commands to the display control device 6, it transmits the commands to the display control device 6. Thereafter, the MPU 52 ends the timer interrupt process.
[0266] <Regarding the hold determination process executed by the audio and light emission control device> FIG. 23 is a flowchart illustrating the suspension determination process. The MPU 52 of the audio and light emission control device 5 executes a reservation determination process to generate a reservation pattern, shift the reservation pattern, etc. In this reservation determination process, the MPU 52 executes steps S2101 to S2104 as shown in FIG.
[0267] In step S2101, the MPU 52 determines whether or not the hold occurrence command (the first hold occurrence command or the second hold occurrence command) transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2101 that it has not received a hold generation command, it executes the processes in and after step S2103. On the other hand, if the MPU 52 determines in step S2101 that it has received a hold generation command, it executes a hold generation process in step S2102. In this hold generation process, the MPU 52 stores sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold generation command. This hold generation process will be described in detail later.
[0268] After executing the process of step S2102, or if it is determined in step S2101 that the hold generation command has not been received, the MPU 52 executes the processes of step S2103 and subsequent steps. In step S2103, the MPU 52 determines whether or not a pending shift command (first shift command or second shift command) transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2103 that the hold shift command has not been received, it ends the hold determination process. On the other hand, if the MPU 52 determines in step S2103 that it has received a hold shift command, it executes hold shift processing in step S2104. In this hold shift processing, the MPU 52 shifts the sub-side hold information stored in the sub-side hold information storage area 543 based on the contents of the hold shift command. This hold shift processing will be described in detail later. Thereafter, the MPU 52 ends the hold occurrence processing.
[0269] <Pending occurrence processing> FIG. 24 is a flowchart illustrating the reservation generation process. In the hold occurrence processing, the MPU 52 executes steps S2201 to S2209 as shown in Fig. 24. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold occurrence command.
[0270] In step S2201, the MPU 52 determines whether or not the first hold occurrence command transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2201 that it has received the first hold generation command, it determines the number of holds stored in the first sub-side hold area SRa in step S2202 and sets the number of holds as the first sub-side start hold memory number SRaN in a predetermined memory area in the first sub-side hold area SRa. Thereafter, the MPU 52 executes the process from step S2204 onward.
[0271] On the other hand, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (if it determines that it has received the second hold generation command), it determines the number of holds stored in the second sub-side hold area SRb in step S2203 and sets that number of holds as the second sub-side start hold memory number SRbN in a predetermined memory area in the second sub-side hold area SRb. Thereafter, the MPU 52 executes the processing from step S2204 onwards.
[0272] After executing the process of step S2202 or step S2203, the MPU 52 adds 1 to the value of the sub-side start pending storage number SN (SRaN or SRbN) to update it in step S2204.
[0273] In step S2205, the MPU 52 executes a lottery process for advance notice reservation. In this lottery process for advance notice reservation, the MPU 52 executes a lottery to determine whether or not advance notice reservation will occur. Specifically, the MPU 52 executes a lottery to determine whether or not to issue a notice hold by using the value of the notice hold occurrence counter. The notice hold occurrence counter is provided in the various counter area 542 of the RAM 54.
[0274] Here, the advance notice hold is a hold that executes an advance notice display that changes the type of reserved image, etc. to notify the player of the expected degree of the hold, or an advance notice display that generates a pre-reading effect to notify the player of the expected degree of the hold by utilizing the effect of the number of games based on the hold that will be consumed before the hold.
[0275] The notice pending occurrence counter is a loop counter that adds 1 to the previous value each time it is updated, and after it reaches its maximum value, returns to 0. The notice pending occurrence counter is updated periodically, and the updated value is appropriately stored in a notice pending occurrence counter buffer set in a predetermined area of RAM 54. Then, the MPU 52 executes a lottery (pre-notification hold occurrence lottery) to determine whether or not to issue a pre-notification hold based on the value of the pre-notification hold occurrence counter stored in the pre-notification hold occurrence counter buffer. Specifically, the MPU 52 acquires the value of the pre-notification hold occurrence counter stored in the pre-notification hold occurrence counter buffer, and executes a lottery to determine whether or not to issue a pre-notification hold by comparing this value with a pre-notification hold occurrence table. The pre-notification hold occurrence table is a table that stores random number values related to the occurrence of a pre-notification hold, and is stored in the ROM 53.
[0276] In step S2206, the MPU 52 determines whether or not the advance notice reservation generating lottery was won in step S2205 (whether or not to generate an advance notice reservation). If it is determined in step S2206 that a notice hold should be generated, the MPU 52 executes a notice hold generation process in step S2207. In this notice hold generation process, the MPU 52 executes a process for generating a notice hold. Furthermore, based on the contents of this notice hold generation process, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0277] Specifically, the MPU 52 stores the advance notice hold information in the first free storage area in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204.
[0278] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the advance notice pending information in the first free memory area in the first sub-side reserve area SRa, i.e., the memory area corresponding to the first sub-side start-up pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN to "3" in step S2202, it stores the advance notice pending information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up pending memory number SRaN updated to "4" in step S2204.
[0279] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the advance notice pending information in the first free memory area in the second sub-side reserve area SRb, i.e., the memory area corresponding to the second sub-side start-up pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN to "3" in step S2203, it stores the advance notice pending information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up pending memory number SRbN updated to "4" in step S2204.
[0280] On the other hand, if the MPU 52 determines in step S2206 that a notice hold will not be generated, it executes a normal hold generation process in step S2208. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Furthermore, based on the contents of this normal hold generation process, the MPU 52 executes light emission control of the indicator lamp unit 124 and audio control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0281] Specifically, the MPU 52 stores the normal hold information in the first free storage area in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204.
[0282] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the normal hold information in the first memory area among the empty memory areas in the first sub-side hold area SRa, i.e., the memory area corresponding to the first sub-side start-up pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN to "3" in step S2202, it stores the normal hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up pending memory number SRaN updated to "4" in step S2204.
[0283] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the normal hold information in the first free memory area in the second sub-side hold area SRb, i.e., the memory area corresponding to the second sub-side start-up pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN to "3" in step S2203, it stores the normal hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up pending memory number SRbN updated to "4" in step S2204.
[0284] After executing the advance notice hold generation process in step S2207 or the normal hold generation process in step S2208, the MPU 52 sets a hold display generation command in step S2209. The MPU 52 then stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.
[0285] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the generation of a notice hold or a normal hold on the symbol display device 36 based on the hold display generation command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table at each predetermined image update timing (for example, every 20 msec). The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the symbol display device 36 displays the notice hold symbol or the normal hold symbol on the display screen G to notify the player of the occurrence of a notice hold or a normal hold.
[0286] <Hold shift processing> FIG. 25 is a flowchart of the reserved shift process. As described above, the MPU 52 of the audio and light emission control device 5 executes the hold shift process in step S2104 of the hold determination process. In this hold shift process, the MPU 52 executes steps S2301 to S2308 as shown in Fig. 25. Specifically, the MPU 52 shifts the sub-side hold information stored in the sub-side hold area based on the contents of the hold shift command.
[0287] In step S2301, the MPU 52 determines whether or not the first shift command transmitted from the MPU 42 has been received. If MPU52 determines in step S2301 that it has received a first shift command, it executes data setting processing for the first sub-side reserve area SRa in steps S2302 to S2304, and if it determines in step S2301 that it has not received a first shift command (if it determines that it has received a second shift command), it executes data setting processing for the second sub-side reserve area SRb in steps S2305 to S2307.
[0288] First, the data setting process for the first sub-side reservation area SRa in steps S2302 to S2304 will be described. In step S2302, the MPU 52 subtracts 1 from the value of the first sub-side start pending storage number SRaN in the first sub-side pending area SRa to update it. In step S2303, the MPU 52 moves the sub-side reserved information stored in the first area SRa1 of the first sub-side reserved area SRa to the execution area SAE. In step S2304, the MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of the first sub-side reserved area SRa. This data shift process is a process to sequentially shift the sub-side reserved information stored in each of the areas SRa1 to SRa4 to the first area SRa1. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRa2 to the first area SRa1, shifts the sub-side reserved information in the third area SRa3 to the second area SRa2, and shifts the sub-side reserved information in the fourth area SRa4 to the third area SRa3.
[0289] Next, the data setting process for the second sub-side reservation area SRb in steps S2305 to S2307 will be described. In step S2305, the MPU 52 subtracts 1 from the value of the second sub-side start pending memory number SRbN in the second sub-side pending area SRb to update it. In step S2306, the MPU 52 moves the sub-side reserved information stored in the first area SRb1 of the second sub-side reserved area SRb to the execution area SAE. In step S2307, the MPU 52 executes a data shift process to shift the sub-side reserved information stored in the storage area of the second sub-side reserved area SRb. This data shift process is a process to sequentially shift the sub-side reserved information stored in each of the areas SRb1 to SRb4 to the first area SRb1. Specifically, the MPU 52 shifts the sub-side reserved information in the second area SRb2 to the first area SRb1, shifts the sub-side reserved information in the third area SRb3 to the second area SRb2, and shifts the sub-side reserved information in the fourth area SRb4 to the third area SRb3.
[0290] After executing the processing of step S2304 or step S2307, the MPU 52 sets a hold display shift command in step S2308. Then, the MPU 52 stores the hold display shift command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the hold display shift command stored in the command list storage area 541 of the RAM 54. This hold display shift command is transmitted to the display control device 6 in the command transmission processing of step S2006 described above.
[0291] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the normal hold and advance notice hold shifts on the pattern display device 36 based on the hold display shift command transmitted from the MPU 52. The MPU 62 then outputs a command to the VDP 65 based on this data table at each predetermined image update timing (e.g., every 20 msec). The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62, and stores this image data in the rendering buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the rendering buffer 68. As a result, the pattern display device 36 displays and executes the normal hold and advance notice hold shifts on the display screen G.
[0292] FIG. 26 is a diagram showing the preview reserved pattern and the normal reserved pattern displayed on the display screen of the pattern display device. As shown in Figure 26, the MPU62 displays on the display screen G pedestals B11 to B14 corresponding to the four memory areas, the first area SRa1 to the fourth area SRa4, of the first sub-side holding area SRa, pedestals B21 to B24 corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb, and an execution pedestal AB provided between pedestals B11 and B21 corresponding to the execution area SAE.
[0293] The first storage lamp units 371 are provided from left to right to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. On the other hand, the bases B11 to B14 are provided from right to left to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. The second holding lamp units 372 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb. Similarly, the bases B21 to B24 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb.
[0294] The bases B11 to B14, the bases B21 to B24, and the execution base AB notify the player of the occurrence of a notice hold or a normal hold by placing a notice hold pattern or a normal hold pattern thereon. Specifically, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the first sub-side hold area SRa, it places a white spherical image, which is the normal hold image, on bases B11 to B14. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that advance hold information is stored in the memory area of the first sub-side hold area SRa, it places a flashing white sphere image, which is an advance hold image, on the bases B11 to B14.
[0295] In addition, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the second sub-side hold area SRb, it places a white spherical image, which is the normal hold image, on bases B21 to B24. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that advance hold information is stored in the memory area of the second sub-side hold area SRb, it places a flashing white sphere image, which is an advance hold image, on the bases B21 to B24.
[0296] Furthermore, if MPU62 determines that normal hold information is stored in the execution area SAE based on the contents of the hold display shift command sent from MPU52, it places a white spherical image, which is the normal hold image, on the execution base AB. When the MPU62 determines that advance notice hold information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from the MPU52, it places a flashing white sphere image, which is an advance notice hold image, on the execution base AB.
[0297] 26, the MPU 62 places regular reserved symbols on the bases B11 and B12, places a notice reserved symbol on the base B13, and places a regular reserved symbol on the execution base AB. Also, in this example, the MPU 62 places a regular reserved symbol on the base B21. Also, in this example, the MPU 62 does not place symbols on the bases B14, B22 to B24. In this embodiment, the images of the normal hold and the advance hold are different from each other, but they may be the same. Also, in this embodiment, the MPU 62 displays the bases B11 to B14, the bases B21 to B24, and the execution base AB on the display screen G, but it is not necessary to display each base on the display screen G.
[0298] <Regarding the performance determination process executed by the audio and light emission control device> FIG. 27 is a diagram showing a flowchart of the effect determination process. The MPU 52 of the sound and light emission control device 5 executes an effect determination process to execute an effect for a game round, an effect for an open / close execution mode, etc. In this effect determination process, the MPU 52 executes steps S2401 to S2413 as shown in FIG.
[0299] In step S2401, the MPU 52 determines whether or not the variation command and the type command transmitted from the MPU 42 have been received. If it is determined in step S2401 that no command has been received, the MPU 52 executes the processes in and after step S2409. In contrast, if the MPU 52 determines in step S2401 that it has received each command, it determines in step S2402 whether the game result is a "most advantageous result" or a "low probability result" based on the content of the type command.
[0300] If the MPU 52 determines in step S2402 that the gaming result is a "most advantageous result" or a "low probability result," it executes a symbol determination process corresponding to the type of gaming result in step S2403. In this symbol determination process, if the MPU 52 determines that the gaming result is a "most advantageous result," it determines information related to a combination of symbols having the same odd numbers or the same even numbers as a stop result to be finally stopped and displayed on the activated line L, and if the MPU 52 determines that the gaming result is a "low probability result," it determines information related to a combination of symbols having the same even numbers as a stop result to be finally stopped and displayed on the activated line L. The odd and even numbers are determined randomly by lottery or the like.
[0301] In contrast, if the MPU 52 determines in step S2402 that the game result is not the "most advantageous result" or the "low probability result," then in step S2404 it determines whether the game result is a "normal miss result" based on the content of the type command. If the MPU 52 determines in step S2404 that the gaming result is not a "normal losing result," i.e., if the gaming result is any of a "special losing result," an "unspecified low-round high-probability result," or an "explicit low-round high-probability result," it executes a common symbol determination process in step S2405. In this common symbol determination process, the MPU 52 determines information related to a special symbol combination as a stop result to be finally displayed on the pay line L. Specifically, the MPU 52 determines a special symbol combination (e.g., "3, 4, 1") having different numbers that will not be selected in the case of a "normal losing result" in the winning / losing lottery, rather than a symbol combination having the same number. Note that this special symbol combination is the same regardless of the type of gaming result.
[0302] On the other hand, if the MPU 52 determines in step S2404 that the game result is a "normal miss result," it executes a symbol determination process for a normal miss in step S2406. In this symbol determination process for a normal miss, the MPU 52 determines whether or not a reach display will occur based on the content of the variation command.
[0303] When it is determined that a reach display will occur, the MPU 52 determines information relating to the combination of symbols in the reach display as a stop result to be finally displayed on the activated line L. The combination of symbols in the reach display is determined randomly by lottery or the like. On the other hand, when the MPU 52 determines that a reach display will not occur, it determines information relating to a combination of symbols different from the combinations of symbols described above as a stop result to be finally displayed on the activated line L. Specifically, the MPU 52 randomly determines, by lottery or the like, a combination of symbols different from any of a combination of symbols having the same number, a combination of special symbols, and a combination of symbols in a reach display.
[0304] After executing any one of the processes of step S2403, step S2405, and step S2406, the MPU 52 executes a process of determining a presentation pattern in step S2407. In this process of determining a presentation pattern, the MPU 52 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table pre-stored in the ROM 53. Specifically, the MPU 52 selects a presentation duration (presentation duration) and a presentation content as the presentation pattern. In step S2407, the MPU 52 also executes a lottery to determine whether or not to generate a preview display.
[0305] Furthermore, the MPU 52 controls the light emission of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the selected performance pattern.
[0306] In step S2408, the MPU 52 sets a fluctuation start command and a stop result command including information related to the stop result determined in any one of the processes in steps S2403, S2405, and S2406. The MPU 52 then stores the fluctuation start command and the stop result command in the command list stored in the command list storage area 541 of the RAM 54. These fluctuation start command and stop result command are transmitted to the display control device 6 in the command transmission process in step S2006 described above.
[0307] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for starting the variable display and displaying the stop result on the pattern display device 36 based on the variable display start command and the stop result command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 starts the variable display and then finally displays the stop result determined by the MPU 52 on the active line L.
[0308] After executing the process of step S2408, or when it is determined in step S2401 that the variation command and the type command have not been received, the MPU 52 executes the processes of step S2409 and subsequent steps. In step S2409, the MPU 52 determines whether or not an opening command has been received.
[0309] If it is determined in step S2409 that the opening command has not been received, the MPU 52 executes the processes in and after step S2413. On the other hand, if it is determined in step S2409 that an opening command has been received, the MPU 52 determines the type of game result based on the content of the opening command in step S2410.
[0310] In step S2411, the MPU 52 executes a process for determining an effect for the open / close execution mode corresponding to the type of game result determined in step S2410. In the process for determining an effect for the open / close execution mode, if the MPU 52 determines in step S2410 that the game result is a "special miss result" or a "non-expressed low-round high-probability result," it selects effect A as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "expressed low-round high-probability result," it selects effect B as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "most advantageous result," it selects effect C or effect D as the effect for the open / close execution mode. Furthermore, if the MPU 52 determines that the game result is a "low-probability result," it selects effect D as the effect for the open / close execution mode. The duration of effects A and B corresponds to the time when the large prize opening 271 is opened and closed twice in a short time mode in the opening and closing execution mode. The duration of effects C and D corresponds to the time when the large prize opening 271 is opened and closed 15 times in a long time mode in the opening and closing execution mode.
[0311] Furthermore, the MPU 52 controls the light emission of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the results of the selection of performances A to D.
[0312] In step S2412, the MPU 52 sets an open / close execution mode command including information related to the effect for the open / close execution mode selected in step S2411. Then, the MPU 52 stores the open / close execution mode command in the command list stored in the command list storage area 541 of the RAM 54. This open / close execution mode command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.
[0313] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the effects for the open / close execution mode on the pattern display device 36, based on the command for the open / close execution mode transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 executes the effects for the open / close execution mode selected by the MPU 52 of the sound and light emission control device 5.
[0314] After executing the process of step S2412, or if it is determined in step S2409 that an opening command has not been received, the MPU 52 executes the processes of step S2413 and subsequent steps. In step S2413, the MPU 52 executes other processing. In the other processing, the MPU 52 executes processing for progressing the effects for the opening / closing execution mode, for example, based on the opening command, closing command, and ending command transmitted from the MPU 42. Thereafter, the MPU 52 ends the effect determination processing.
[0315] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be explained below. Fig. 28 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 28 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., with game results arranged in columns and game states, etc. arranged in rows. As shown in Figure 28, the pachinko machine 1 has, as game results excluding the "normal miss result," the win / loss results of the "jackpot win" and the "special miss result," as well as distribution results of the "unspecified low-round high-probability result," the "specified low-round high-probability result," the "most advantageous result," and the "low-probability result."
[0316] Here, the "special losing result" is the game result that is selected when the winning / losing lottery does not result in a "jackpot win" (symbol × in the figure), as shown in the second column of the table in Figure 28. Also, the allocation result is the game result that is selected when the winning / losing lottery results in a "jackpot win" (symbol ○ in the figure). The following explains the relationship between game results, excluding "normal miss results," and game states, etc. In this reference embodiment, the pachinko machine 1 sets the relationship between game results and game states, etc. as follows, but the combination of game results and game states, etc., the content of the game results, and the content of the game states, etc. are arbitrary.
[0317] In the "special losing result", the opening / closing execution mode is shifted to the opening / closing number specified mode instead of the round number specified mode, and the opening and closing of the big prize opening 271 is executed twice in a short time mode. Also, in the "special losing result", the winning / losing lottery mode is not shifted. In the "non-disclosed few rounds high probability result", the opening / closing execution mode shifts to a round number specified mode in which rounds are played with two as the upper limit, and the opening / closing of the large prize opening 271 is executed twice in a short time. Also, in the "non-disclosed few rounds high probability result", the winning / losing lottery mode shifts to a high probability mode. In this way, although the "special miss result" and the "non-disclosed short round high probability result" have different types of opening and closing execution modes, they have in common that the opening and closing of the large prize opening 271 is executed twice in a short period of time.
[0318] Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the stop result will be a special combination of symbols, and the effect for the open / close execution mode will be effect A. Furthermore, in the case of a "special miss result" and an "unspecified few rounds high probability result", the support mode will not be switched. Furthermore, in the game round after the open / close execution mode ends, the symbol display device 36 will not display an image on the display screen G indicating that it is a high probability mode.
[0319] Therefore, by checking the stop result or the effects for the open / close execution mode, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few-round high probability result." In other words, even if the allocation lottery results in a "non-disclosed few-round high probability result" and the game transitions to the high probability mode, the symbol display device 36 will disguise the game as if the game had not transitioned to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy playing the game while predicting whether or not the win / lose lottery mode has shifted to the high probability mode.
[0320] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which round play is performed with a maximum of two times, and the opening and closing of the large prize opening 271 is performed twice in a short period of time. Also, in the "expressed few rounds high probability result", the win / lose lottery mode transitions to a high probability mode. Also, in the "expressed few rounds high probability result", the stopping result is a special pattern combination, and the presentation for the opening / closing execution mode is Presentation B. Also, in the "expressed few rounds high probability result", the support mode transitions to a high frequency support mode. Furthermore, in the game round after the opening / closing execution mode ends, the pattern display device 36 displays an image on the display screen G indicating that it is in the high probability mode. Therefore, by checking the stop result and the effects for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."
[0321] In the case of the "most favorable result" and the "low probability result", the opening and closing execution mode switches to a round number specified mode in which rounds of play are played with a maximum of 15 times, and the opening and closing of the large prize opening 271 is executed 15 times in a long-term manner. Here, in the "most favorable result," the stopping result is a combination of symbols having the same odd numbers or the same even numbers, the win / lose lottery mode shifts to the high probability mode, and the presentation for the opening / closing execution mode becomes presentation C or presentation D. Specifically, if the stopping result is a combination of symbols having the same odd numbers, the presentation for the opening / closing execution mode becomes presentation C, and if the stopping result is a combination of symbols having the same even numbers, the presentation for the opening / closing execution mode becomes presentation D. Furthermore, in the case of a "low probability result," the stopping result will be a combination of symbols having the same even numbers, the winning / losing lottery mode will shift to the low probability mode, and the presentation for the opening / closing execution mode will be presentation D. Furthermore, in the case of a "most advantageous result" and a "low probability result," the support mode will shift to the high frequency support mode.
[0322] Therefore, a player can know that the game result is the "most advantageous result" when the stopped result is a combination of symbols having the same odd number and the effect for the open / close execution mode is effect C. However, when the stopped result is a combination of symbols having the same even number, a player cannot know whether the game result is the "most advantageous result" or the "low probability result" by checking the stopped result or the effect for the open / close execution mode.
[0323] Then, in the game round after the end of the opening and closing execution mode, if the final effect for the opening and closing execution mode is effect D, the symbol display device 36 does not display on the display screen G an image indicating that it is a high probability mode.
[0324] Specifically, the pattern display device 36 does not display an image on the display screen G clearly indicating that it is in the high probability mode, but displays an image on the display screen G informing that the high frequency support mode will transition to the low frequency support mode when the number of times of play reaches the termination reference number (specifically, 100 times). In other words, even if the "most advantageous result" is obtained in the allocation lottery, in the game times after the end of the open / close execution mode, if the effect for the open / close execution mode is finally effect D, the pattern display device 36 will disguise the game result as if it were a "low probability result."
[0325] Then, if the allocation result is the "most advantageous result," the symbol display device 36 does not result in a "jackpot win" in the win / lose lottery, and displays an image on the display screen G indicating that the game is in the high probability mode after 100 games have been played. In other words, the symbol display device 36 cancels the disguise that was applied so that the game result was a "low probability result."
[0326] [Modification of the Reference Embodiment] The present invention is not limited to the above-described embodiment, but includes modifications and improvements within the scope of achieving the object of the present invention. (1) In this embodiment, the pachinko machine 1 opens and closes the jackpot opening 271 once per round of play. However, the pachinko machine 1 may open and close the jackpot opening 271 multiple times per round of play. (2) In this reference embodiment, after the pachinko machine 1 sets the opening / closing door 272 to the open state, the pachinko machine 1 sets the opening / closing door 272 to the closed state again when a predetermined upper limit duration (upper limit duration) has elapsed or when the total number of game balls entering the large prize opening 271 reaches a predetermined upper limit number. In contrast to this, for example, the upper limit number may be varied depending on the upper limit duration, and the condition for setting the opening / closing door 272 to the closed state again is arbitrary.
[0327] (3) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to an open state, and then sets the opening / closing door 272 to a closed state again when the total number of game balls entering the large prize opening 271 reaches a predetermined upper limit of eight. However, for example, the pachinko machine 1 may set the upper limit to any number other than eight. Also, for example, the pachinko machine 1 may set the upper limit to be different depending on the allocation result. Furthermore, for example, the pachinko machine 1 may set the upper limit to be different for each round during one opening / closing execution mode.
[0328] (4) In this reference embodiment, the pachinko machine 1 sets the opening / closing door 272 to the open state, and then sets the opening / closing door 272 to the closed state again when the total number of game balls entering the special prize opening 271 reaches a predetermined upper limit. In contrast, for example, the pachinko machine 1 may be configured to include an end trigger opening that sets the opening / closing door 272 to the closed state when a game ball enters the special prize opening, and to allow a ball to enter the end trigger opening after a predetermined time has elapsed. (5) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again when a predetermined upper limit duration (upper limit duration) has elapsed. In contrast to this, for example, the pachinko machine 1 may set the door 272 to the open state, and then set the door 272 to the closed state again when a predetermined time has elapsed since a prize was won in the special prize opening 271.
[0329] (6) In this embodiment, the pachinko machine 1 sets the door 272 to the open state, and then sets the door 272 to the closed state again. However, for example, the pachinko machine 1 may be configured to move to the next round of play without setting the door 272 to the closed state again after setting the door 272 to the open state. (7) In this embodiment, the upper limit of the duration of the short-time mode is set to be shorter than the ball launch cycle. In contrast, the upper limit of the duration of the short-time mode may be set to be longer than the ball launch cycle but shorter than n times the ball launch cycle (n = 1, 2, or 3).
[0330] (8) In this embodiment, the pachinko machine 1 has two types of opening / closing execution modes. Specifically, the pachinko machine 1 has an opening / closing execution mode in which a round game is played twice with a short-time upper limit duration, and an opening / closing execution mode in which a round game is played 15 times with a long-time upper limit duration. In contrast, the pachinko machine 1 may have an opening / closing execution mode that differs in the upper limit duration or the number of round games. Furthermore, instead of being configured to set multiple types of opening / closing execution modes by varying the upper limit duration, the pachinko machine 1 may be configured to set multiple types of opening / closing execution modes by varying the degree of opening of the opening / closing door 272, such as half-open or fully open. Furthermore, the upper limit duration may be set so that the modes appear to be the same to the player but the exact upper limit duration is different.
[0331] (9) In this embodiment, the game results and the effects for the opening and closing execution mode are preset to correspond one-to-one. However, for example, the effects for the opening and closing execution mode may be set by randomly selecting from multiple types of effects without corresponding to the game results, or may be set by selecting from multiple types of effects by lottery or the like, with the selection rate varied depending on the game results.
[0332] (10) In this reference embodiment, when the game result is any one of a "special losing result," "non-disclosed low-round high-probability result," and "disclosed low-round high-probability result," the MPU 52 determines information relating to a special symbol combination as the stop result to be finally displayed on the pay line L, and this special symbol combination is the same regardless of the type of game result. Alternatively, the MPU 52 may randomly determine information relating to the stop result so that it is difficult for the player to know which game result it is.
[0333] (11) In this embodiment, the MPU 42 uses the jackpot random number counter C1 to determine whether a jackpot occurs, and the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs. However, the MPU 42 may use the jackpot random number counter C1 to determine the type of jackpot when a jackpot occurs. In this case, the jackpot type counter C2 does not need to be provided in the various counter area 441 of the RAM 44.
[0334] (12) In this reference embodiment, the pachinko machine 1 has two types of losing results, a "special losing result" and a "normal losing result," and the MPU 42 executes a lottery for a jackpot by comparing a winning / losing table that stores the value of a random number that will result in a winning jackpot with the value of the jackpot random number counter C1 stored in the reserved ball storage area 442. In other words, the MPU 42 executes a lottery for a "special losing result" by using the value of the jackpot random number counter C1. Alternatively, the MPU 42 may execute a lottery for a "special losing result" by using a new counter different from the jackpot random number counter C1 that is provided in the various counter area 441 of the RAM 44 to execute a lottery for a "special losing result."
[0335] (13) In this reference embodiment, in a gaming state in which the winning / losing table for the low-probability mode is referenced when drawing a jackpot, the random number value that results in a "special losing result" is two, and in a gaming state in which the winning / losing table for the high-probability mode is referenced when drawing a jackpot, the random number value that results in a "special losing result" is one. In other words, the probability of a "special losing result" is set to be higher in the low-probability mode than in the high-probability mode. In contrast, the probability of a "special losing result" may be set to be lower in the low-probability mode than in the high-probability mode, or may be set to be the same in the low-probability mode and the high-probability mode. Furthermore, the probability of a "special losing result" may be set to be zero in at least one of the low-probability mode and the high-probability mode.
[0336] (14) In this embodiment, the pachinko machine 1 creates advantageous and unfavorable game states for the player by setting the win / lose lottery mode and the support mode. However, it may also create advantageous and unfavorable game states for the player by setting other game states. For example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by varying the number of game plays for which the high-frequency support mode continues after the opening / closing execution mode ends. Furthermore, for example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by determining whether or not to transition to the high-frequency support mode after the opening / closing execution mode ends. Furthermore, for example, the pachinko machine 1 may create advantageous and unfavorable game states for the player by varying the number of game plays for which the high-probability mode continues after the opening / closing execution mode ends.
[0337] (15) In this embodiment, the pachinko machine 1 stores the reserved information related to the upper actuation port 25 in the first result display reserve area Ra and stores the reserved information related to the lower actuation port 26 in the second result display reserve area Rb, thereby separately storing the reserved information related to the upper actuation port 25 and the reserved information related to the lower actuation port 26. In contrast, the pachinko machine 1 may store the reserved information related to the upper actuation port 25 and the reserved information related to the lower actuation port 26 together. (16) In this embodiment, the MPU 42 preferentially sets the reserved information related to the lower actuation port 26 for consumption of game rounds regardless of whether there is reserved information related to the upper actuation port 25. In contrast, the MPU 42 may set the reserved information related to the upper actuation port 25 and the reserved information related to the lower actuation port 26 for consumption of game rounds in the order in which the reserved information is won.
[0338] (17) In this embodiment, the main control device 4 transmits a command to the audio and light-emitting control device 5, and the audio and light-emitting control device 5 transmits the command resulting from analyzing the command to the display control device 6, thereby controlling the display control device 6. Alternatively, the main control device 4 may transmit a command to the display control device 6, and the display control device 6 may transmit the command resulting from analyzing the command to the audio and light-emitting control device 5, thereby controlling the audio and light-emitting control device 5. Note that the commands transmitted from the main control device 4 to the audio and light-emitting control device 5 and the commands transmitted from the audio and light-emitting control device 5 to the display control device 6 are not limited to the commands described in this embodiment and are arbitrary. (18) In this embodiment, the pachinko machine 1 includes the main control device 4, the sound and light emitting control device 5, and the display control device 6 as separate control devices. However, for example, the sound and light emitting control device 5 and the display control device 6 may be included as a single control device, or at least one of the sound and light emitting control device 5 and the display control device 6 may be included as a single control device together with the main control device 4.
[0339] (19) In this embodiment, the symbol display device 36 executes a game round effect on the display screen G by periodically scrolling the symbols in each symbol column Z1-Z3 in a predetermined direction based on winning the upper actuation port 25 or the lower actuation port 26. However, the game round effect is not limited to the effect described in this embodiment and is optional. For example, the pachinko machine 1 may execute a game round effect by combining and operating the symbol display device 36 with a movable decorative member provided on the game board 2. Furthermore, the pachinko machine 1 may execute a game round effect by combining and operating the symbol display device 36 with a light-emitting means provided on the game board 2. Furthermore, the pachinko machine 1 may execute a game round effect by combining and operating the decorative member and light-emitting means with the symbol display device 36.
[0340] (20) In this reference embodiment, the pachinko machine 1 executes an internal lottery (a win / lose lottery and an allocation lottery) based on a winning entry into the upper actuation port 25 or the lower actuation port 26, and then the main display unit 34 and the pattern display device 36 execute a variable display and, as a result of stopping the variable display, display the result of the internal lottery executed based on a winning entry into the upper actuation port 25 or the lower actuation port 26. In contrast, for example, the main display unit 34 and the pattern display device 36 may start the variable display before executing the internal lottery, and, as a result of stopping the variable display, display the result of the internal lottery executed after starting the variable display. In this case, after starting the variable display and before stopping the variable display, the internal lottery may be executed and the stop result, etc. may be set.
[0341] (21) In this embodiment, the pachinko machine 1 includes a main display unit 34, which displays the changing patterns and the result of the internal lottery as the result of the changing display. Alternatively, for example, the main display unit 34 may display the same stopping result as the stopping result of the changing display regardless of the result of the internal lottery, or may display the stopping result randomly so that the result of the internal lottery cannot be identified. Furthermore, for example, the pachinko machine 1 may not include a main display unit 34.
[0342] (22) In this embodiment, the symbol display device 36 executes a game effect on the display screen G by periodically scrolling the symbols in each symbol row Z1 to Z3 in a predetermined direction based on the winning of the upper actuation port 25 or the lower actuation port 26. Alternatively, the symbol display device 36 may execute a game effect on the display screen G by displaying a symbol (picture) that clearly indicates the result of an internal lottery.
[0343] For example, the symbol display device 36 may set a predetermined area in at least one of an area smaller than the area displaying the symbols of each symbol sequence Z1 to Z3 and an area on the periphery of the area displaying the symbols of each symbol sequence Z1 to Z3, and when the variable display of the symbols of each symbol sequence Z1 to Z3 is stopped, a symbol indicating the result of the internal lottery may be displayed in this predetermined area. The symbol displayed in this predetermined area may be variable or may be hidden during the variable display of the symbols of each symbol sequence Z1 to Z3.
[0344] Here, the symbols displayed in the predetermined area may be characters, colors, or patterns that are difficult for players to distinguish, or a combination of these may be used. Furthermore, even if the characters, colors, or patterns are not difficult for players to distinguish, similar symbols or combinations thereof may be used to make the symbols difficult for players to distinguish. This allows the manager of the gaming facility, for example, to easily check whether or not fraudulent activity is being committed by visually checking the symbol display device 36, without visually checking the main display unit 34, at the end of a round of play, in an attempt to make the pachinko machine 1 behave in the same way as if it had won a lottery for a jackpot.
[0345] (23) In this embodiment, the pachinko machine 1 is configured to operate independently, but it may be configured to transmit and receive information by interlocking with an external device such as a mobile phone. For example, the gaming machine may be configured so that an optical code can be output by a player operating a button or the like on the gaming machine, and the optical code information can be captured and read by a camera on a mobile phone or the like, and the gaming machine information can be transmitted to a web server by accessing a website. Also, the gaming machine may be configured so that information from the web server can be received by a player operating a button or the like on the gaming machine and entering a password issued by accessing a website into the gaming machine.
[0346] (24) In this embodiment, the gaming machine of the present invention has been described by taking the pachinko machine 1 as an example. However, the gaming machine of the present invention may be a type of pachinko machine different from the pachinko machine 1. For example, the gaming machine of the present invention may be a pachinko machine that releases an electric device a predetermined number of times when a gaming ball enters a specific area, or a pachinko machine that generates the right to win a jackpot when a gaming ball enters a specific area. Furthermore, the gaming machine of the present invention may be another type of gaming machine, such as an arrange ball machine or a mahjong ball machine.
[0347] [Reference form A] Hereinafter, a reference embodiment A of the present invention will be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.
[0348] <Electrical configuration of the display control device> FIG. 29 is a block diagram showing the electrical configuration of a display control device according to a reference embodiment A of the present invention. 29, the display control device 6 includes a display control board 61, an MPU 62, a program ROM 63 and a work RAM 64 constituting the MPU 62, a video display processor (VDP) 65, a character ROM 66, and a video RAM 67. The MPU 62 is a chip-integrated device that combines the program ROM 63 and the work RAM 64 with a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit. The MPU 62, VDP 65, character ROM 66, and video RAM 67 are mounted on the display control board 61.
[0349] The MPU 62 analyzes the command transmitted from the audio and light emission control device 5 and performs predetermined calculations based on the command to control the VDP 65. Specifically, the MPU 62 controls the VDP 65 by generating a command for the VDP 65.
[0350] The program ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 64 is a memory for temporarily storing various data etc. when executing the control program stored in the program ROM 63, and is a volatile storage means that requires an external power supply to retain the stored information.
[0351] The VDP 65 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 36. Because the VDP 65 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the video RAM 67.
[0352] The character ROM 66 functions as an image data library for storing character data such as the designs to be displayed on the design display device 36. The character ROM 66 stores bitmap image data of various designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The video RAM 67 is a memory for storing display data to be displayed on the pattern display device 36, and the display contents of the pattern display device 36 can be changed by rewriting the contents of this video RAM 67.
[0353] The video RAM 67 includes a development buffer 68 and a frame buffer 69 . As described above, the VDP 65 reads image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates one frame of drawing data in the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. Note that one frame of drawing data refers to data necessary to display an image at one update timing in a configuration in which the image on the display screen G of the pattern display device 36 is updated at a predetermined update timing.
[0354] Here, the frame buffer 69 comprises a plurality of frame areas 691A, 692A. Specifically, the frame buffer 69 comprises a first frame area 691A and a second frame area 692A.
[0355] The first frame area 691A includes a first layer 691A1, a second layer 691A2 having a lower priority than the first layer 691A1, and a third layer 691A3 having a lower priority than the second layer 691A2, and stores one frame's worth of drawing data by overlapping the layers 691A1 to 691A3 in order of priority. The second frame area 692 includes a first layer 692A1, a second layer 692A2 having a lower priority than the first layer 692A1, and a third layer 692A3 having a lower priority than the second layer 692A2, and stores one frame's worth of drawing data by overlapping the layers 692A1 to 692A3 in order of priority. In the following description, the first layers 691A1 and 692A1 are also simply referred to as the first layer L1, the second layers 691A2 and 692A2 are also simply referred to as the second layer L2, and the third layers 691A3 and 692A3 are also simply referred to as the third layer L3.
[0356] Therefore, each of the layers L1 to L3 is set to a capacity capable of storing one frame's worth of drawing data. Specifically, each of the layers L1 to L3 includes a large number of unit areas corresponding to the dots (pixels) of the display screen G at a predetermined magnification. Each unit area has a storage capacity capable of storing data for specifying which color to display. More specifically, each unit area employs a full-color system, allowing the setting of 256 colors for each of R (red), G (green), and B (blue). In other words, each unit area has a storage capacity of 1 byte (8 bits) for each RGB color, and has a total storage capacity of at least 3 bytes.
[0357] While drawing data created in one frame area (for example, the first frame area 691) is being used to draw on the pattern display device 36, the VDP 65 creates drawing data to be used next for the other frame area (for example, the second frame area 692). In other words, the frame buffer 69 employs a double buffer system.
[0358] Furthermore, the VDP 65 generates an image signal corresponding to each dot on the display screen G based on the drawing data created in the first frame area 691 or the second frame area 692, and outputs the image signal to the pattern display device 36. More specifically, the VDP 65 transfers the drawing data to the frame areas 691, 692 to be output. The VDP 65 converts this drawing data into gradation data by adjusting the resolution using a scaler (not shown) so that the drawing data corresponds to the resolution of the pattern display device 36. The VDP 65 then generates an image signal corresponding to each dot on the display screen G based on the gradation data, and outputs the image signal to the pattern display device 36.
[0359] In this reference embodiment, the audio and light emitting control device 5 and the display control device 6 perform processing different from that of the above-mentioned reference embodiment. Specifically, in this reference embodiment, the hold generation processing and the determination processing of the performance pattern are different from those of the above-mentioned reference embodiment. Below, the contents of the hold generation processing and the determination processing of the performance pattern in this reference embodiment will be described.
[0360] <Pending occurrence processing> FIG. 30 is a flowchart of the reservation generation process. In the hold generation processing, the MPU 52 executes steps S2201 to S2209 in substantially the same manner as in the above-mentioned reference embodiment. Specifically, the MPU 52 stores the sub-side hold information in the sub-side hold information storage area 543 based on the contents of the hold generation command. Note that in this reference embodiment, the MPU 52 differs from the above-mentioned reference embodiment in that, after executing the processing of step S2204, it executes the processing of steps S2210A to S2212A, as shown in FIG.
[0361] In step S2201, the MPU 52 determines whether or not the first hold occurrence command transmitted from the MPU 42 has been received. If the MPU 52 determines in step S2201 that it has received the first hold generation command, it determines the number of holds stored in the first sub-side hold area SRa in step S2202 and sets the number of holds as the first sub-side start hold memory number SRaN in a predetermined memory area in the first sub-side hold area SRa. Thereafter, the MPU 52 executes the process from step S2204 onward.
[0362] On the other hand, if the MPU 52 determines in step S2201 that it has not received the first hold generation command (if it determines that it has received the second hold generation command), it determines the number of holds stored in the second sub-side hold area SRb in step S2203 and sets that number of holds as the second sub-side start hold memory number SRbN in a predetermined memory area in the second sub-side hold area SRb. Thereafter, the MPU 52 executes the processing from step S2204 onwards.
[0363] After executing the process of step S2202 or step S2203, the MPU 52 adds 1 to the value of the sub-side start pending storage number SN (SRaN or SRbN) to update it in step S2204.
[0364] In step S2210A, the MPU 52 determines whether the current support mode is the low frequency support mode based on the contents of the hold occurrence command. If the MPU 52 determines in step S2210A that the current support mode is not the low-frequency support mode (if the MPU 52 determines that the current support mode is the high-frequency support mode), it executes the processes from step S2205 onwards. On the other hand, if the MPU 52 determines in step S2210A that the current support mode is the low frequency support mode, it executes the processes in and after step S2211A.
[0365] First, the process (the process from step S2205 onwards) when it is determined in step S2210A that the current support mode is not the low-frequency support mode by the MPU 52 will be described. In step S2205, the MPU 52 executes a lottery process for advance notice reservation. In this lottery process for advance notice reservation, the MPU 52 executes a lottery to determine whether or not advance notice reservation will occur. Specifically, the MPU 52 executes a lottery to determine whether or not to issue a notice hold by using the value of the notice hold occurrence counter. The notice hold occurrence counter is provided in the various counter area 542 of the RAM 54.
[0366] Here, the advance notice hold is a hold that executes an advance notice display that changes the type of reserved image, etc. to notify the player of the expected degree of the hold, or an advance notice display that generates a look-ahead effect that notifies the player of the expected degree of the hold by utilizing the effect of the game round based on the hold that will be consumed before the hold. Note that in this reference form, an advance notice hold that executes an advance notice display that generates a look-ahead effect will be explained, and an explanation of advance notice holds that execute other advance notice displays will be omitted.
[0367] The notice pending occurrence counter is a loop counter that adds 1 to the previous value each time it is updated, and after it reaches its maximum value, returns to 0. The notice pending occurrence counter is updated periodically, and the updated value is appropriately stored in a notice pending occurrence counter buffer set in a predetermined area of RAM 54. Then, the MPU 52 executes a lottery (pre-notification hold occurrence lottery) to determine whether or not to issue a pre-notification hold based on the value of the pre-notification hold occurrence counter stored in the pre-notification hold occurrence counter buffer. Specifically, the MPU 52 acquires the value of the pre-notification hold occurrence counter stored in the pre-notification hold occurrence counter buffer, and executes a lottery to determine whether or not to issue a pre-notification hold by comparing this value with a pre-notification hold occurrence table. The pre-notification hold occurrence table is a table that stores random number values related to the occurrence of a pre-notification hold, and is stored in the ROM 53.
[0368] In step S2206, the MPU 52 determines whether or not the advance notice reservation generating lottery was won in step S2205 (whether or not to generate an advance notice reservation). If it is determined in step S2206 that a notice hold should be generated, the MPU 52 executes a notice hold generation process in step S2207. In this notice hold generation process, the MPU 52 executes a process for generating a notice hold. Furthermore, based on the contents of this notice hold generation process, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0369] Specifically, the MPU 52 stores the advance notice hold information in the first free storage area in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204.
[0370] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the advance notice pending information in the first free memory area in the first sub-side reserve area SRa, i.e., the memory area corresponding to the first sub-side start-up pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN to "3" in step S2202, it stores the advance notice pending information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up pending memory number SRaN updated to "4" in step S2204.
[0371] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the advance notice pending information in the first free memory area in the second sub-side reserve area SRb, i.e., the memory area corresponding to the second sub-side start-up pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN to "3" in step S2203, it stores the advance notice pending information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up pending memory number SRbN updated to "4" in step S2204.
[0372] On the other hand, if the MPU 52 determines in step S2207 that a notice hold will not be generated, it executes a normal hold generation process in step S2209. In this normal hold generation process, the MPU 52 executes a process for generating a normal hold. Furthermore, based on the contents of this normal hold generation process, the MPU 52 executes light emission control of the display lamp unit 124 and audio control of the speaker unit 125 in the performance execution process of step S2004 described above.
[0373] Specifically, the MPU 52 stores the normal hold information in the first free storage area in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204.
[0374] For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN in step S2202, it stores the normal hold information in the first memory area among the empty memory areas in the first sub-side hold area SRa, i.e., the memory area corresponding to the first sub-side start-up pending memory number SRaN updated in step S2204. For example, when the MPU 52 sets the first sub-side start-up pending memory number SRaN to "3" in step S2202, it stores the normal hold information in the fourth area SRa4, which is the memory area corresponding to the first sub-side start-up pending memory number SRaN updated to "4" in step S2204.
[0375] Furthermore, for example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN in step S2203, it stores the normal hold information in the first free memory area in the second sub-side hold area SRb, i.e., the memory area corresponding to the second sub-side start-up pending memory number SRbN updated in step S2204. For example, when the MPU 52 sets the second sub-side start-up pending memory number SRbN to "3" in step S2203, it stores the normal hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up pending memory number SRbN updated to "4" in step S2204.
[0376] Next, the process (the process from step S2211A onwards) when the MPU 52 determines in step S2210A that the current support mode is the low-frequency support mode will be described. In step S2211A, the MPU 52 determines whether or not the second hold generation command transmitted from the MPU 42 has been received (whether or not the second sub-side start hold memory number SRbN has been set in step S2203).
[0377] If it is determined in step S2211A that the second hold generation command has not been received, the MPU 52 executes the processes from step S2205 onwards. On the other hand, if the MPU 52 determines in step S2211A that it has received the second hold generation command, it executes special hold generation processing in step S2212A. In this special hold generation processing, the MPU 52 executes processing for generating special hold. In addition, based on the contents of this special hold generation processing, the MPU 52 executes light emission control of the display lamp unit 124 and executes audio control of the speaker unit 125 in the performance execution processing of the above-mentioned step S2004.
[0378] Specifically, the MPU 52 stores the special hold information in the first free memory area in the sub-side hold area, i.e., the memory area corresponding to the sub-side start hold memory number SN updated in step S2204.
[0379] Here, since the MPU 52 set the second sub-side start-up hold memory number SRbN in step S2203, it stores the special hold information in the first memory area among the empty memory areas in the second sub-side hold area SRb, i.e., the memory area corresponding to the second sub-side start-up hold memory number SRbN updated in step S2204. For example, if the MPU 52 set the second sub-side start-up hold memory number SRbN to "3" in step S2203, it stores the special hold information in the fourth area SRb4, which is the memory area corresponding to the second sub-side start-up hold memory number SRbN updated to "4" in step S2204.
[0380] In this way, the MPU 52 stores the special hold information as sub-side hold information in each area SRb1 to SRb4 in chronological order in accordance with the reception of the second hold generation command. Note that each area SRb1 to SRb4 is set to a storage capacity capable of storing the special hold information for generating a special hold.
[0381] After executing the advance hold generation process of step S2207, the normal hold generation process of step S2208, or the special hold generation process of step S2212A, the MPU 52 sets a hold display generation command in step S2209. The MPU 52 then stores the hold display generation command in the command list stored in the command list storage area 541 of the RAM 54. This hold display generation command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.
[0382] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the generation of a notice hold, a normal hold, or a special hold on the symbol display device 36 based on the hold display generation command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table at each predetermined image update timing (e.g., every 20 msec). The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the symbol display device 36 displays a notice hold symbol, a normal hold symbol, or a special hold symbol on the display screen G to notify the player of the occurrence of a notice hold, a normal hold, or a special hold.
[0383] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the normal hold, advance notice hold, and special hold shifts on the pattern display device 36 based on the hold display shift command sent from the MPU 52. The MPU 62 then outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (e.g., every 20 msec) occurs. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62 and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the first layer L1 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the normal hold, advance notice hold, and special hold shifts on the display screen G.
[0384] FIG. 31 is a diagram showing the advance reservation pattern, the normal reservation pattern, and the special reservation pattern displayed on the display screen of the pattern display device. As shown in Figure 31, the MPU62 displays on the display screen G pedestals B11 to B14 corresponding to the four memory areas, the first area SRa1 to the fourth area SRa4, of the first sub-side holding area SRa, pedestals B21 to B24 corresponding to the four memory areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb, and an execution pedestal AB provided between pedestals B11 and B21 corresponding to the execution area SAE.
[0385] The first storage lamp units 371 are provided from left to right to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. On the other hand, the bases B11 to B14 are provided from right to left to correspond to the four storage areas, the first area SRa1 to the fourth area SRa4, of the first sub-side storage area SRa. The second holding lamp units 372 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb. Similarly, the bases B21 to B24 are provided from left to right to correspond to the four storage areas, the first area SRb1 to the fourth area SRb4, of the second sub-side holding area SRb.
[0386] The bases B11 to B14, the bases B21 to B24, and the execution base AB notify the player of the occurrence of a notice hold, a normal hold, or a special hold by placing a notice hold pattern, a normal hold pattern, or a special hold pattern thereon. Specifically, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the first sub-side hold area SRa, it places a white spherical image, which is the normal hold image, on bases B11 to B14. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that advance hold information is stored in the memory area of the first sub-side hold area SRa, it places a flashing white sphere image, which is an advance hold image, on the bases B11 to B14.
[0387] In addition, when MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that normal hold information is stored in the memory area of the second sub-side hold area SRb, it places a white spherical image, which is the normal hold image, on bases B21 to B24. When MPU62 determines, based on the contents of the hold display generation command or the hold display shift command sent from MPU52, that advance hold information is stored in the memory area of the second sub-side hold area SRb, it places a flashing white sphere image, which is an advance hold image, on the bases B21 to B24. When MPU62 determines, based on the contents of the hold display generation command or hold display shift command sent from MPU52, that special hold information is stored in the memory area of the second sub-side hold area SRb, it places a black spherical image, which is a special hold image, on bases B21 to B24.
[0388] Furthermore, if MPU62 determines that normal hold information is stored in the execution area SAE based on the contents of the hold display shift command sent from MPU52, it places a white spherical image, which is the normal hold image, on the execution base AB. When the MPU62 determines that advance notice hold information is stored in the execution area SAE based on the contents of the hold display shift command transmitted from the MPU52, it places a flashing white sphere image, which is an advance notice hold image, on the execution base AB. When the MPU62 determines that special hold information is stored in the execution area SAE based on the contents of the hold display shift command sent from the MPU52, it places a black spherical image, which is a special hold image, on the execution base AB.
[0389] Here, in the example of Figure 31, the MPU 62 places normal reserved patterns on the bases B11 and B12, places a notice reserved pattern on the base B13, and places a normal reserved pattern on the execution base AB. Also, in this example, the MPU 62 places a special reserved pattern on the base B21. In other words, in this example, the support mode is the low frequency support mode. Also, in this example, the MPU 62 does not place patterns on the bases B14, B22 to B24. In this embodiment, the images of the normal reserve, the notice reserve, and the special reserve are different from each other, but any two of the images may be the same, or all of the images may be the same. Also, in this embodiment, the MPU 62 displays the bases B11 to B14, the bases B21 to B24, and the execution base AB on the display screen G, but it is not necessary to display each base on the display screen G.
[0390] <Regarding the performance determination process executed by the audio and light emission control device> FIG. 32 is a diagram showing a flowchart of the effect determination process. The MPU 52 of the audio and light emission control device 5 executes a performance determination process to execute performances for game times, performances for open / close execution modes, etc. In this performance determination process, the MPU 52 executes steps S2401 to S2413 in substantially the same manner as in the reference embodiment. Note that in this reference embodiment, the MPU 52 executes the process of step S2403, step S2405, or step S2406, as shown in FIG. 32, and then executes the process of step S2407A.
[0391] In step S2407A, the MPU 52 executes a process for determining a presentation pattern. In this process, the MPU 52 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table stored in advance in the ROM 53. Specifically, the MPU 52 selects a presentation duration (presentation duration) and a presentation content as the presentation pattern. In step S2407A, the MPU 52 also executes a lottery to determine whether or not to generate a preview display.
[0392] Furthermore, the MPU 52 controls the light emission of the display lamp unit 124 and controls the sound of the speaker unit 125 in the performance execution process of step S2004 described above, based on the selected performance pattern. The process of determining the effect pattern will be described in detail below.
[0393] FIG. 33 is a diagram showing a flowchart of the effect pattern determination process. The MPU 52 of the audio and light emission control device 5 executes a process of determining a rendering pattern to select a rendering duration (a duration of rendering) and a content of rendering as a rendering pattern. In this process of determining a rendering pattern, the MPU 52 executes steps S3001 to S3011 as shown in FIG.
[0394] In step S3001, it is determined whether the sub-side hold information shifted to the execution area SAE in the hold shift process is special hold information.
[0395] When the MPU 52 determines in step S3001 that the information is special hold information, it executes a special hold effect determination process in step S3002. In this special hold effect determination process, the MPU 52 determines the effect for consuming the special hold. In addition, based on the contents of this special hold effect determination process, the MPU 52 executes light emission control of the display lamp unit 124 and executes sound control of the speaker unit 125 in the effect execution process of the above-mentioned step S2004.
[0396] In step S3003, the MPU 52 sets a special hold effect command. Then, the MPU 52 stores the special hold effect command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the special hold effect command stored in the command list storage area 541 of the RAM 54. This special hold effect command is transmitted to the display control device 6 in the command transmission process of step S2006 described above.
[0397] The MPU 62 of the display control device 6 reads out from the program ROM 63 a data table for executing the effect for consuming the special hold on the pattern display device 36 based on the special hold effect command sent from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads out image data from the character ROM 66 based on the contents of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. In addition, the VDP 65 creates drawing data in the second layer L2 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the effect for consuming the special hold on the display screen G.
[0398] On the other hand, if the MPU 52 determines that the sub-side hold information shifted to the execution area SAE in step S3001 is not special hold information, it sets a special hold effect end command in step S3004. Then, the MPU 52 stores the special hold effect end command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the special hold effect end command stored in the command list storage area 541 of the RAM 54. This special hold effect end command is sent to the display control device 6 in the command sending process of step S2006 described above.
[0399] Based on the special hold effect termination command sent from MPU 52, MPU 62 of the display control device 6 clears the drawing data (drawing data related to the effect for consuming the special hold) that had been created in the second layer L2 of the frame buffer 69. In this reference embodiment, when the MPU 52 determines that the sub-side hold information shifted to the execution area SAE in step S3001 is not special hold information, it always sets a special hold effect end command in step S3004, and the MPU 62 clears the drawing data created in the second layer L2 of the frame buffer 69 based on the special hold effect end command sent from the MPU 52. In contrast, the MPU 52 may set the special hold effect end command only when drawing data has been created in the second layer L2 of the frame buffer 69.
[0400] In step S3005, the MPU 52 determines whether the sub-side reserved information shifted to the storage area of the sub-side reserved area in the reservation shift process is advance notice reserved information. If the MPU 52 determines in step S3005 that the information is advance notice hold information, it executes advance notice hold effect determination processing in step S3006. In this advance notice hold effect determination processing, the MPU 52 determines the effect (pre-reading effect) for consuming the advance notice hold. Furthermore, based on the contents of this advance notice hold effect determination processing, the MPU 52 executes light emission control of the display lamp unit 124 and executes sound control of the speaker unit 125 in the effect execution processing in the above-mentioned step S2004.
[0401] In step S3007, the MPU 52 sets a notice-on-hold effect command. Then, the MPU 52 stores the notice-on-hold effect command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the notice-on-hold effect command stored in the command list storage area 541 of the RAM 54. This notice-on-hold effect command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.
[0402] The MPU 62 of the display control device 6 reads from the program ROM 63 a data table for executing the effect for consuming the advance notice hold on the pattern display device 36, based on the advance notice hold effect command transmitted from the MPU 52. Then, the MPU 62 outputs a command to the VDP 65 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. The VDP 65 reads image data from the character ROM 66 based on the content of the command generated by the MPU 62, and stores this image data in the expansion buffer 68. The VDP 65 also creates drawing data in the third layer L3 of the frame buffer 69 using (or by processing) the image data stored in the expansion buffer 68. As a result, the pattern display device 36 displays and executes the effect for consuming the advance notice hold on the display screen G.
[0403] FIG. 34 is a diagram showing the flow of the pre-reading effect. Specifically, as shown in Figure 34, the MPU 62 displays an angel character holding a sign displaying the word "mystery" on the pattern display device 36 so that the angel character flies around the entire display screen G, thereby executing a look-ahead effect on the display screen G of the pattern display device 36. This look-ahead effect is an effect for consuming a pre-announced reserved game, which notifies the player of the expected probability of the reserved game by utilizing the effect of the game number based on the reserved game that will be consumed before the reserved game. Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69.
[0404] The look-ahead performance starts by having the angel character fly from the top right position of the display screen G toward the center position (see FIG. 34(A)), and then has the angel character fly from that position toward the top left position (see FIG. 34(B)). The look-ahead performance then returns the angel character to the start position by having the angel character fly from the top left position (position in FIG. 34(B)) of the display screen G toward the top right position (see FIG. 34(C)). Then, as shown in FIGS. 34(A) to 34(C), the look-ahead performance starts by having the angel character fly again, causing the angel character to fly in an infinite loop. Here, in this reference embodiment, the time required for one loop of the look-ahead performance is 10 seconds.
[0405] Returning to the explanation of the effect pattern determination process, the process from step S3008 onwards will be described with reference to FIG. In step S3008, the MPU 52 executes a process for accumulating the display duration. In this process, the MPU 52 calculates the cumulative display duration based on the content of the variable command each time it executes the preview effect determination process in step S3006, and stores the cumulative time in the RAM 54. In other words, the cumulative display duration indicates the time elapsed from the start to the end of the preview effect. The preview effect command described above includes information related to the cumulative display duration. Therefore, by receiving information related to the cumulative display duration from the MPU 52, the MPU 62 can determine the starting point of the angel character's flight and its subsequent movement. The initial value of the cumulative display duration is "0," and the angel character's starting point at this time is the flight start position.
[0406] On the other hand, if the MPU 52 determines in step S3005 that the information is not advance notice hold information, then in step S3009, it sets an advance notice hold effect end command. Then, the MPU 52 stores the advance notice hold effect end command in the command list stored in the command list storage area 541 of the RAM 54. Here, the sub-side hold information stored in the sub-side hold information storage area 543 is included in the advance notice hold effect end command stored in the command list storage area 541 of the RAM 54. This advance notice hold effect end command is transmitted to the display control device 6 in the command transmission process in step S2006 described above.
[0407] Based on the notice hold effect termination command sent from MPU 52, MPU 62 of the display control device 6 clears the drawing data (drawing data related to the effect for consuming the notice hold) that had been created in the third layer L3 of the frame buffer 69.
[0408] In step S3010, the MPU 52 executes a process of resetting the cumulative display duration. In this process, the MPU 52 resets the cumulative display duration stored in the RAM 54 by substituting "0" for the cumulative display duration.
[0409] After executing the process of step S3003, after executing the process of step S3008, or after executing the process of step S3010, the MPU 52 executes other processes in step S3011. Then, the MPU 52 ends the process of determining the effect pattern. In the other processes, the MPU 52 selects an effect pattern corresponding to the variation command and the type command by referring to an effect table pre-stored in the ROM 53. Specifically, the MPU 52 selects the effect duration (effect duration period) and the effect content as the effect pattern. In step S3011, the MPU 52 also executes a lottery to determine whether or not to generate a preview display other than the pre-reading effect.
[0410] <About the occurrence of pre-reading effects and the subsequent flow> Figure 35 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when it is determined that advance notice reservation information is stored in the third area of the first sub-side reservation area. Specifically, Figure 35(A) is a diagram showing the display screen G of the pattern display device 36. Also, Figure 35(B) is a diagram showing the first layer L1 of the frame buffer 69, Figure 35(C) is a diagram showing the second layer L2 of the frame buffer 69, and Figure 35(D) is a diagram showing the third layer L3 of the frame buffer 69. In this example, MPU52 determines that normal hold information is stored in the first area SRa1 and the second area SRa2 of the first sub-side hold area SRa, and determines that normal hold information is stored in the execution area SAE.
[0411] As shown in Figure 35 (A), the MPU 62 transitions to a high-speed fluctuation period by starting the variable display of multiple pattern columns Z1 to Z3 (see Figure 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52. In this high-speed fluctuation period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Figure 35, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information stored in the execution area SAE.
[0412] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command sent from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 35 (B).
[0413] Furthermore, if it is determined in step S2206 that a notice hold should be generated, the MPU 52 executes a notice hold generation process in step S2207 and stores the notice hold information in the first free storage area in the sub-side reserve area, i.e., the storage area corresponding to the sub-side start hold memory count SN updated in step S2204. In the example of Fig. 35, the MPU 52 stores the notice hold information in the third area SRa3 of the first sub-side reserve area SRa. Based on the hold display generation command sent from the MPU 52, the MPU 62 displays the advance notice hold image on the display screen G of the pattern display device 36 to notify the player of the occurrence of the advance notice hold. Specifically, when the MPU 62 determines that advance notice information is stored in the third area SRa3 of the first sub-side reserve area SRa based on the contents of the reserve display generation command transmitted from the MPU 52, it places a flashing white sphere pattern, which is an advance notice reserve pattern, on the base B13. Here, as shown in Figure 35 (B), the VDP 65 displays the advance notice reserve pattern on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69.
[0414] In the example of Figure 35, the MPU 62 does not execute the effect for the consumption of the special hold, so the VDP 65 does not create drawing data in the second layer L2 of the frame buffer 69, as shown in Figure 35(C). Also, in the example of Figure 35, the MPU 62 does not execute the effect for the consumption of the advance hold, so the VDP 65 does not create drawing data in the third layer L3 of the frame buffer 69, as shown in Figure 35(D).
[0415] Figure 36 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when the first reservation shift process is executed after it is determined that advance reservation information is stored in the third area of the first sub-side reservation area. Specifically, Figure 36(A) is a diagram showing the display screen G of the pattern display device 36. Also, Figure 36(B) is a diagram showing the first layer L1 of the frame buffer 69, Figure 36(C) is a diagram showing the second layer L2 of the frame buffer 69, and Figure 36(D) is a diagram showing the third layer L3 of the frame buffer 69.
[0416] Based on the hold display shift command sent from MPU 52, MPU 62 executes the normal hold, notice hold, and special hold shifts by displaying them on the display screen G of the pattern display device 36. Specifically, as shown in Fig. 36(A), based on the hold display shift command transmitted from MPU 52, MPU 62 shifts the white sphere pattern, which is the normal hold pattern, placed on base B11 onto execution base AB, shifts the white sphere pattern, which is the normal hold pattern, placed on base B12 onto base B11, and shifts the flashing white sphere pattern, which is the advance hold pattern, placed on base B13 onto base B12. Here, VDP 65 displays the normal hold pattern and the advance hold pattern on the display screen G of pattern display device 36 by creating drawing data in the first layer L1 of frame buffer 69, as shown in Fig. 36(B).
[0417] As shown in Fig. 36(A), the MPU 62 transitions to a high-speed fluctuation period by starting the variable display of multiple symbol columns Z1 to Z3 (see Fig. 3) displayed on the display screen G of the symbol display device 36 based on the variable start command transmitted from the MPU 52. During this high-speed fluctuation period, the MPU 62 starts the variable display of the symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment). In the example of Fig. 36, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information newly stored in the execution area SAE by executing the reserved shift process.
[0418] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command sent from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 36 (B).
[0419] In addition, MPU52 determines whether the sub-side hold information shifted to the memory area of the sub-side hold area in step S3005 is advance notice hold information, and if it determines in step S3005 that it is advance notice hold information, executes advance notice hold presentation determination processing in step S3006, and sets an advance notice hold presentation command in step S3007. Then, based on the notice-hold effect command transmitted from the MPU 52, the MPU 62 executes the effect for consuming the notice-hold by displaying it on the display screen G of the pattern display device 36. Specifically, as shown in FIG. 36(A), the MPU 62 causes the pattern display device 36 to display an angel character holding a sign displaying the word "mystery" so that it flies across the entire display screen G, thereby displaying and executing a look-ahead effect on the display screen G of the pattern display device 36. This look-ahead effect is an effect for consuming the advance notice reserve, which notifies the player of the expected value of the reserve (in the example of FIG. 36, the reserve related to the advance notice reserve pattern placed on base B12) by utilizing the effect of the game turn based on the reserve that will be consumed before the reserve (in the example of FIG. 36, the reserve related to the normal reserve pattern placed on execution base AB and base B11). Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69, as shown in FIG. 36(D).
[0420] 36, the MPU 62 receives the first notice hold effect command after it is determined that notice hold information is stored in the third area SRa3 of the first sub-side hold area SRa, and therefore the cumulative display duration included in this notice hold effect command is "0." Therefore, as shown in FIGS. 36(A) and (D), the MPU 62 causes the angel character to fly, with the upper right position of the display screen G as the flight start position.
[0421] In the example of Figure 36, since the MPU 62 does not perform the effects for consuming the special hold, the VDP 65 does not create drawing data in the second layer L2 of the frame buffer 69, as shown in Figure 36 (C).
[0422] <About the process when normal holds are consumed after a pre-reading effect occurs> Figure 37 is a diagram showing the display screen of the pattern display device and each layer of the frame buffer when the second reservation shift process is performed after it is determined that advance reservation information is stored in the third area of the first sub-side reservation area. Specifically, Figure 37(A) is a diagram showing the display screen G of the pattern display device 36. Also, Figure 37(B) is a diagram showing the first layer L1 of the frame buffer 69, Figure 37(C) is a diagram showing the second layer L2 of the frame buffer 69, and Figure 37(D) is a diagram showing the third layer L3 of the frame buffer 69.
[0423] Based on the hold display shift command sent from MPU 52, MPU 62 executes the normal hold, notice hold, and special hold shifts by displaying them on the display screen G of the pattern display device 36. Specifically, as shown in Fig. 37(A), the MPU 62 shifts the white spherical image, which is the normal reserved image placed on the base B11, onto the execution base AB based on the reserved display shift command sent from the MPU 52, and shifts the flashing white spherical image, which is the advance reserved image placed on the base B12, onto the base B11 based on the reserved display shift command sent from the MPU 52. Here, the VDP 65 displays the normal reserved image and the advance reserved image on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Fig. 37(B).
[0424] As shown in Fig. 37(A), the MPU 62 transitions to a high-speed fluctuation period by starting the variable display of the plurality of pattern columns Z1 to Z3 (see Fig. 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52. During this high-speed fluctuation period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 37, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information newly stored in the execution area SAE by executing the reserved shift process.
[0425] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command sent from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 37 (B).
[0426] In addition, MPU52 determines whether the sub-side hold information shifted to the memory area of the sub-side hold area in step S3005 is advance notice hold information, and if it determines in step S3005 that it is advance notice hold information, executes advance notice hold presentation determination processing in step S3006, and sets an advance notice hold presentation command in step S3007. Then, based on the notice-hold effect command transmitted from the MPU 52, the MPU 62 executes the effect for consuming the notice-hold by displaying it on the display screen G of the pattern display device 36. Specifically, as shown in FIG. 37(A), the MPU 62 causes the pattern display device 36 to display an angel character holding a sign displaying the word "mystery" so that the angel character flies around the entire display screen G, thereby displaying and executing a look-ahead effect on the display screen G of the pattern display device 36. This look-ahead effect is an effect for consuming the advance notice reserve, which notifies the player of the expected value of the reserve (in the example of FIG. 37, the reserve related to the advance notice reserve pattern placed on the base B11) by utilizing the effect of the game turn based on the reserve that will be consumed before the reserve (in the example of FIG. 37, the reserve related to the normal reserve pattern placed on the execution base AB). Here, the VDP 65 displays the look-ahead effect on the display screen G of the pattern display device 36 by creating drawing data in the third layer L3 of the frame buffer 69, as shown in FIG. 37(D).
[0427] 37, the MPU 62 receives the second notice hold effect command after it is determined that notice hold information is stored in the third area SRa3 of the first sub-side hold area SRa, and therefore the cumulative display duration included in this notice hold effect command is the same as the display duration of the previous game. Therefore, as shown in FIGS. 37(A) and (D), the MPU 62 makes the angel character fly starting from the position of the angel at the end of the previous look-ahead effect.
[0428] Here, the MPU 62 of the display control device 6 clears the drawing data (drawing data related to the effect for consuming the notice hold) that was created in the third layer L3 of the frame buffer 69 based on the notice hold effect end command sent from the MPU 52. In other words, in the example of Fig. 37, the MPU 62 will receive the notice hold effect end command from the MPU 52 in the next game round, and therefore clears the drawing data (drawing data related to the effect for consuming the notice hold) that was created in the third layer L3 of the frame buffer 69 based on this notice hold effect end command.
[0429] In the example of Figure 37, since the MPU 62 does not perform the effects for consuming the special hold, the VDP 65 does not create drawing data in the second layer L2 of the frame buffer 69, as shown in Figure 37 (C).
[0430] <About the flow when special reserve is consumed after the pre-reading effect occurs> 38 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when it is determined that advance reservation information is stored in the third area of the first sub-side reservation area, and then the first reservation shift process is performed, and then it is determined that special reservation information is stored in the first area of the second sub-side reservation area. In other words, FIG. 38 is a diagram showing the display screen of the symbol display device and each layer of the frame buffer when it is determined that special reservation information is stored in the first area of the second sub-side reservation area after the state shown in FIG. 36 is reached. Specifically, FIG. 38(A) is a diagram showing the display screen G of the symbol display device 36. Also, FIG. 38(B) is a diagram showing the first layer L1 of the frame buffer 69, FIG. 38(C) is a diagram showing the second layer L2 of the frame buffer 69, and FIG. 38(D) is a diagram showing the third layer L3 of the frame buffer 69.
[0431] Based on the hold display shift command sent from MPU 52, MPU 62 executes the normal hold, notice hold, and special hold shifts by displaying them on the display screen G of the pattern display device 36. Specifically, as shown in Fig. 38(A), based on the hold display shift command transmitted from MPU 52, MPU 62 shifts the white sphere pattern, which is the normal hold pattern, placed on base B11 onto execution base AB, shifts the white sphere pattern, which is the normal hold pattern, placed on base B12 onto base B11, and shifts the flashing white sphere pattern, which is the advance hold pattern, placed on base B13 onto base B12. Here, VDP 65 displays the normal hold pattern and the advance hold pattern on the display screen G of pattern display device 36 by creating drawing data in the first layer L1 of frame buffer 69, as shown in Fig. 38(B).
[0432] As shown in Fig. 38(A), the MPU 62 transitions to a high-speed fluctuation period by starting the variable display of the plurality of pattern columns Z1 to Z3 (see Fig. 3) displayed on the display screen G of the pattern display device 36 based on the variable start command transmitted from the MPU 52. In this high-speed fluctuation period, the MPU 62 starts the variable display of the patterns by periodically scrolling the patterns of each pattern column Z1 to Z3 in a predetermined direction (upward in this reference embodiment). In the example of Fig. 38, the MPU 62 starts the variable display based on the variable start command related to the normal reserved information newly stored in the execution area SAE by executing the reserved shift process.
[0433] Thereafter, the MPU 62 notifies the result of the winning / losing lottery by displaying various combinations of symbols stopped on the pay line L as the stopping results based on the stopping result command sent from the MPU 52 (not shown). In this reference embodiment, the VDP 65 displays multiple pattern columns Z1 to Z3 on the display screen G of the pattern display device 36 by creating drawing data in the first layer L1 of the frame buffer 69, as shown in Figure 38 (B).
[0434] In addition, MPU52 determines whether the sub-side hold information shifted to the memory area of the sub-side hold area in step S3005 is advance notice hold information, and if it determines in step S3005 that it is advance notice hold information, executes advance notice hold presentation determination processing in step S3006, and sets an advance notice hold presentation command in step S3007. Then, based on the notice-hold effect command transmitted from the MPU 52, the MPU 62 executes the effect for consuming the notice-hold by displaying it on the display screen G of the pattern display device 36. Specifically, as shown in FIG. 38(A), the MPU 62 causes the symbol display device 36 to display an angel character holding a sign displaying the word "mystery" flying around the entire display screen G, thereby executing a look-ahead effect on the display screen G of the symbol display device 36. This look-ahead effect is an effect for consuming the advance notice reserve, which notifies the player of the expected value of the reserve (in the example of FIG. 38, the reserve related to the advance notice reserve pattern placed on base B12) by utilizing the effect of the game turn based on the reserve that will be consumed before the reserve (in the example of FIG. 38, the reserve related to the normal reserve pattern placed on execution base AB and base B11). Here, the VDP 65 displays the look-ahead effect on the display screen G of the symbol display device 36 by creating drawing data in the third layer L3 of the frame buffer 69, as shown in FIG. 38(D).
[0435] 38, the MPU 62 receives the first notice hold effect command after it is determined that notice hold information is stored in the third area SRa3 of the first sub-side hold area SRa, and therefore the cumulative display duration included in this notice hold effect command is "0." Therefore, the MPU 62 causes the angel character to fly, with the upper right position of the display screen G as the flight start position, as shown in FIGS. 38(A) and (D).
[0436] Also, if the MPU 52 determines in step S2211A that it has received the second hold generation command, it executes special hold generation processing in step S2212A and stores the special hold information in the first storage area among the empty storage areas in the sub-side hold area, that is, the storage area corresponding to the sub-side start hold memory number SN updated in step S2204. In the example of Fig. 38, the MPU 52 stores the special hold information in the first area SRb1 of the second sub-side hold area SRb. Based on the hold display generation command sent from the MPU 52, the MPU 62 displays a special hold pattern on the display screen G of the pattern display device 36 to notify the player of the occurrence of a special hold. Specifically, when the MPU 62 determines that special reservation information is stored in the first area SRb1 of the second sub-side reservation area SR...
Claims
[Claim 1] a launching means for launching a game ball toward a game area formed on a game board; A display means is arranged corresponding to the game board and is capable of displaying a plurality of symbols in a variable manner; A performance execution means for executing a performance including a reach display performance in which the variable display is executed in a state in which a predetermined number of the symbols are displayed in a predetermined combination on the display means; A gaming machine comprising: This gaming machine is A first starting ball entry means into which a game ball flowing down the game area can enter and which triggers a predetermined lottery to be executed based on the game ball entering the game area; A second starting ball entry means, which is different from the first starting ball entry means, into which a game ball flowing down the game area can enter and which triggers a specific lottery to be executed based on the game ball entering the game area; A reserved display means for displaying a number of reserved images for effect corresponding to the reserved number of the variable display rights reserved up to a predetermined upper limit number when a game ball enters at least the first starting ball entry means; Equipped with The variable display that can be displayed on the variable display is: A first variable display that is executed in response to the entry of a game ball into the first starting ball entry means; A second variable display that is executed in response to the game ball entering the second starting ball entry means, This gaming machine is The system is configured so that a specific game state that is advantageous to the player is more likely to occur thereafter if the result of the specific lottery based on the game ball entering the second starting ball entry means is a specific advantageous result than if the result of the predetermined lottery based on the game ball entering the first starting ball entry means is a specific advantageous result, The performance execution means is configured to display a predetermined suggestive information image that is not used as the performance reserved image at least in a plurality of first variable displays that are displayed consecutively, In a situation where the predetermined suggestive information image is displayed on the display means with predetermined display contents based on a ball entering the second starting ball entering means in a predetermined game state, the display means is configured to be able to execute the display of a specific effect image corresponding to the second variable display, overlapping with the predetermined suggestive information image; In a situation where the predetermined suggestive information image is displayed with the predetermined display content on the display means, when a predetermined condition is met, the display of the specific effect image being executed on the display means can be terminated, The display content of the predetermined suggestive information image can be changed from the predetermined display content to a specific display content while the display means is executing the display of the specific effect image, This gaming machine is When the predetermined suggestion information image and the specific effect image are displayed on the display means, they are drawn and displayed so that their display priorities are different, When a specific condition is met, a special effect image can be displayed following the specific effect image after the display of the specific effect image has ended. When the special effect image is displayed, the value to the player is likely to be higher than when the special effect image is not displayed after the display of the specific effect image has ended, A gaming machine characterized in that, when the specified suggestive information image is displayed overlapping with the specific performance image, the specified suggestive information image is configured to be continuously displayed in the position where it was displayed when the specific performance image began to be displayed.
Citation Information
Patent Citations
Game machine
JP2005074175A
Game machine
JP2014104157A