JP2006061288A - Game machine - Google Patents

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JP2006061288A
JP2006061288A JP2004245516A JP2004245516A JP2006061288A JP 2006061288 A JP2006061288 A JP 2006061288A JP 2004245516 A JP2004245516 A JP 2004245516A JP 2004245516 A JP2004245516 A JP 2004245516A JP 2006061288 A JP2006061288 A JP 2006061288A
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mode
profit
probability
effect
game
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JP4576578B2 (en
Inventor
Jun Goibuchi
Takaaki Ichihara
Shigehisa Iinuma
潤 五位淵
高明 市原
茂久 飯沼
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Daiichi Shokai Co Ltd
株式会社大一商会
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Abstract

PROBLEM TO BE SOLVED: To provide a highly interesting gaming machine.
SOLUTION: A pachinko machine 1 has an openable front frame 5 on the front side of the main body, and the front frame 5 covers the game board from the front side, but is formed large at the center. The game area 12 is visible from the front side through the opening window 30. A large number of decorative lamps are arranged on the left and right edges of the front frame 5, and as the game progresses, the decorative lamps are lit and flashed, and a predetermined stunning light emitting operation is performed. In particular, when a special gaming state such as a big hit, the decorative lamp lights and flashes in a special pattern, so that the staging effect is enhanced and the game motivation is improved.
[Selection] Figure 1

Description

  The present invention relates to a gaming machine capable of performing a lottery with the progress of a game and giving a player a profit according to the result.

(Background of the Invention)
In general, with this type of gaming machine, the higher the possibility of obtaining a large amount of profit (for example, a large number of balls) as a result of the game, the more the player can play with a high sense of expectation. There is a tendency that the game can be continued for a long time. From the standpoint of the hall operator, it can be said that a gaming machine that allows a player to continue playing for a longer period of time, that is, a gaming machine with a high operation rate, is more desirable as an introduction target.

  Against this background, so-called big hit probability fluctuation machines are widely provided as gaming machines that are likely to obtain a large amount of profits in recent years, and in many halls, the big hit probability fluctuation machine is a high introduction rate as the mainstream model.・ The operating rate is realized. In other words, whether or not a player can benefit from a gaming machine is determined by lottery, but the jackpot probability variation machine increases the probability of lottery when a certain condition is satisfied. For this reason, if a player can play a game with a high probability of winning a big hit, it will be easier to win a lottery. As a result, increasing the number of jackpots will increase the possibility of obtaining a large amount of profit. .

  However, in a gaming machine that has a high possibility of obtaining a large amount of profit such as a big hit probability variation machine, a specific value of the big hit probability is set according to the magnitude of the profit. In other words, the higher the probability that the profit from the jackpot will be higher, the lower the probability of winning the lottery, and as a result, the game is less likely to generate a big hit (the first hit is harder) It will be a machine.

(Prior art 1)
In this way, even if there is a high possibility that a large amount of profit can be obtained, if the road to the occurrence of a big hit during a normal game becomes long, the player tends to stop playing until there is no time before. In order to cover this point, for example, there is known a production technology that excites a sense of expectation up to a big hit by various types of reach production (see Patent Document 1). In this effect technology, when the effect display by the reach pattern is finished once, the number of times the normal variation display is subsequently performed is counted, and the mode of the next reach pattern effect display (symbol or character image) is counted according to the counted number. The embodiment of (1) is changed.

(Prior art 2)
As another production technique, there is a technique that employs a so-called continuous production in order to continuously give a sense of expectation to the big hit (see Patent Document 2). In ordinary reach production, there is a drawback that you can only expect the fluctuations made in each reach production, but in the technology using continuous production accompanying the start suspension, through the process of continuous reach fluctuation You can gradually increase your expectation for the big hit.
JP 2004-16449 A (page 4-5, FIG. 2, FIG. 4, FIG. 5) JP 2004-135925 A (page 4-6, FIG. 10A, FIG. 10B)

  However, even when a variety of reach effects are used as in the prior art 1, the reach occurrence probability is actually set to be much higher than the jackpot probability. The production will not be directly related to the big hit. For this reason, in a short time, the player can maintain a sense of expectation to some extent by the reach production, but if the reach production that is not related to the big hit is shown many times, the reach production will eventually become disgusting, It will not be able to endure the game. In addition, on the actual machine, the reach effect takes longer than the normal fluctuation display. Therefore, when the reach effect is frequently used, the actual operation is reduced accordingly. For this reason, heavy use of reach production is not a pleasure for hall operators.

  In addition, the above prior art 2 is intended to eliminate the drawback of expecting only a change in each reach production, but in the end, since the continuous production announcement can only be made within the reserved range, Continuity is limited and not very effective. In this regard, there are some gaming machines that continue the continuous performance announcement even though the suspension is interrupted, but when the suspension is interrupted, the subsequent continuous performance announcement is meaningless (the big hit The player will be able to perceive it, which may cause the player to feel bad.

  And even if the big hit probability fluctuation machine managed to get a big hit, if it was a normal symbol (non-probable variation), after the big hit game ends (if the bonus is added after the big hit, the bonus ends) After) There is a tendency to stop the game immediately. Alternatively, if it is recognized that a big hit has been made with a probability variation game, it will cease immediately after the probability variation game ends (or when the privilege is added after the probability variation game, after the privilege ends). As a result, the operation of the gaming machine per unit time is lowered in the hall, and the player's expectation for the big hit is kept away by monotonizing the production contents. In addition, if the player reduces the willingness to play, the customer will move away from the hall, and the operation of the gaming machine will decrease even in the long run.

  Accordingly, the present invention is intended to provide a technique that not only reduces the player's willingness but also can dramatically improve the expectation of a big hit and further increase the operation of the gaming machine. .

(Solution 1)
The gaming machine of the present invention, when a predetermined lottery opportunity occurs with the progress of the game, profit lottery means for performing a lottery to determine whether or not to give a profit to a player with a predetermined probability, and lottery by the profit lottery means Profit determination means for determining what kind of profit should be given to the player when winning,
When the determination result of the profit determination means matches a basic condition, the basic profit granting means for giving a basic profit to the player, and when the determination result of the profit determination means matches a special condition, A high value-added profit granting means for giving a high value-added profit obtained by adding another value to the basic profit, and the profit lottery as the other value added by the high value-added profit means In the lottery by means, the winning probability changing means for changing from the low probability game mode having a relatively low predetermined probability to the high probability game mode in which the predetermined probability is set relatively high, and the progress state of the game In response to the production operation means for performing a predetermined production operation, the production operation performed by the production operation means when the basic profit is given to the player and when the high value-added profit is given. Same Or content, or it is obtained by a profit awarding effect means for controlling the contents approximated.

  The gaming machine of the present invention can give a player two types of profits (basic profit and high value-added profit) depending on the result of the lottery. Of these, if one of the basic benefits is purely directly related to the amount of play that a player can earn (for example, an increase in the amount of play due to special games such as jackpots), the other high added value In addition to the basic profit, the profit is a content with a privilege (so-called “probability change”) that changes the probability of the lottery thereafter. Of these, if basic profit is granted, the player can get an increase in the amount of balls for the time being, but when the opportunity for granting basic profit ends, the same probability will be returned from there. Since the lottery will be redone, the path to winning will not change. On the other hand, high value-added profit is not only an increase in the number of balls in the same way as the basic profit, but also the content that the lottery probability is changed after the end, and the path to the next winning is As a result, the player can play the game while raising his sense of expectation for the next winning more than before.

  In this way, there will be a difference in the level of expectation that the subsequent player will have between when the basic profit is granted and when the high value-added profit is given, In the gaming machine of the present invention, an element that clearly teaches the player (in addition to announcement, indication, disclosure, suggestion, announcement, etc.) which profit has been granted is not essential. In addition, high value-added profit is given by adding another value to the basic profit internally (in executing the program). It is not different from the case where is given. For this reason, even if only basic profits are actually granted, it cannot be distinguished from high value-added profits in appearance, and once a player is granted basic profits, In the meantime, the game can be continued while maintaining the expectation that the game mode has been changed to the high probability game mode.

  On the other hand, even if a high value-added profit was actually granted and then changed to a high-probability gaming mode, only a basic profit was given to some players, and it was low after that. In some cases, the probabilistic gaming mode may be reluctantly inferred. In this case, the player will be given an opportunity to win earlier than expected, despite the fact that the player was prepared for the next win not so close, so the satisfaction when the win was actually obtained The feeling gets bigger.

  In order to make the original characteristics of the gaming machine as described above more effective, the gaming machine of the present invention adopts a configuration in which it is difficult to distinguish between the two benefits even in the production operation. Specifically, when the basic profit is given to the player and when the high-value-added profit is given, the contents of the direction action (things that act on the player's sense) are the same or approximate Because it is controlled by the content, it is difficult for the player to distinguish which benefit will be granted simply by relying on the content of the production operation, and what is the internal game mode of the subsequent gaming machine It becomes difficult to guess. The production operation corresponds to, for example, output of an image or sound effect, lighting / flashing of a light emitter, movement / posture change of a movable accessory, and the like.

  However, if the contents of the presentation when the profit is given are always the same, the contents of the presentation operation will not be relied on from the beginning in the player's consciousness. For this reason, in the gaming machine of the present invention, even if the contents are approximate, there is room for slight differences in the contents of the rendering operation between when the basic profit is granted and when the high value-added profit is given. Is leaving. As a result, the player's willingness to find the type of profit somehow will increase in the player's consciousness due to the slight difference in production behavior, so the game motivation will decrease more and more as the profits are given more times It becomes difficult.

(Modification of Solution 1)
In the solving means 1, the configuration of “controlling the rendering operation as the same content or similar content” of the profit giving rendering means is the same as the first component “controlling the rendering operation as the same content”. , And the second component of “control the rendering operation as an approximate content” can be considered. Therefore, even if the profit giving effect means is an aspect having the first component or an aspect having only the second component, any aspect is included in the scope of the gaming machine of the present invention.

(Solution 2)
The gaming machine of the present invention is to provide information regarding whether the gaming mode is the low-probability gaming mode or the high-probability gaming mode regardless of the determination result of the profit determining unit in the solving means 1 described above. The information providing effect means for controlling the effect operation of the effect operation means can be further provided.

  In the above solution 1, it is difficult to determine which profit (basic profit or high value-added profit) is won from the contents of the production operation, and from the behavior of the gaming machine after the profit is given Although the game mode can be imagined or guessed by the player, the solution means 2 has information about the game mode regardless of the determination result of the profit determination unit (the winning result of the lottery). Production operations are performed to provide

  The directing action in this case is to let the player always infer / search the internal gaming mode of the gaming machine regardless of whether or not a lottery is performed in the gaming machine (for example, whether there is a start prize). Done as a purpose. Therefore, a player who is in contact with such a performance operation (output of images and sound effects, lighting / flashing of a light emitter, movement / posture change of a movable accessory, etc.) will receive any profit even if he wins earlier. Even if it is not possible to determine whether or not, it is possible to somehow obtain information about the internal game mode from the production action in the process until the next winning, and a new interest can be felt there. As a result, the player can continue the game while searching for the internal game mode even after the profit (basic profit or high value-added profit) is granted, and the high probability game mode from the contents of the production operation. If some information is obtained, it is possible to keep the game motivation high for the next winning.

(Solution 3)
In the solving means 1 and 2, the profit giving effect means controls the effect operation based on at least one effect mode selected from a plurality of types of effect modes prepared in advance. While differentiating the types of production modes in association with either one of the basic profit or the high value-added profit for each type, the plurality of types of production modes are set to partially overlapped contents. It is preferable.

  As described above, in the gaming machine of the present invention, it is difficult to distinguish which profit (basic profit or high value-added profit) is granted only by looking at the behavior of the machine and its production operation. It is interesting to make it possible to speculate about the internal game mode and to give a chance to win early against the expectation. The effect of such an effect becomes more prominent by the configuration of the solving means 3.

  That is, the solution means 3 prepares a plurality of types of effect modes (for example, visual images) for the effect operation, and selects one type from them to perform the effect operation (display of the selected image, etc.). It is an important structure. Each type of production mode is always associated with either basic profit or high value-added profit, so if you look at the production mode individually, it corresponds to any profit. It is clear what to do. However, when a plurality of types of effect modes are compared at the same time, a partial overlap is provided between them. For example, if the presentation mode corresponding to the basic profit is a series of moving images in which an image depicting a specific character is changed in a specific pattern, an image depicting the same specific character is different from the specific pattern. A series of moving images that change with a pattern may correspond to high value-added profits. Or even if it is a moving image which changes the image which drew the same specific character with the same pattern, those from which a character's color, number, form, action, etc. differ may belong to mutually different profits.

  For this reason, unless all types of performance modes are individually recognized and can be completely distinguished, the player can determine which profit mode corresponds to only one of the multiple types of performance modes. Is difficult to distinguish perfectly. On the other hand, since each production mode corresponds to either benefit, while the player carefully observes the production operation, each conclusion type (each production mode is different) There is still room for exploration to be able to derive which profit is associated with. For this reason, the player is attracted to the production operation in an attempt to know which profit will be given at the time of winning, thereby further enhancing the interest. In addition, the player tends to repeat the game as many times as possible so as to cover as many kinds of effects as possible, so that there is an advantage that the hall operator is difficult to reduce the operation for a long period of time.

(Modification of Solution 3)
In Solution 3, “a plurality of types of performance modes are distinguished in association with either one of basic profit or high value-added profit for each type”. Some of the effects may be associated with both basic profit and high value-added profit at the same time.

(Solution 4)
Alternatively, in the solving means 1 and 2, the information provision effect means controls the effect operation based on at least one effect mode selected from a plurality of types of effect modes prepared in advance, and While differentiating a plurality of types of performance modes in association with either one of the low-probability gaming mode or the high-probability gaming mode for each type, the plurality of types of rendering modes are set to partially overlap content It is preferable.

  As already described, in the gaming machine of the present invention, it is possible to infer the internal game mode from the presentation operation after the profit is given, but it is difficult to completely determine both. The effect of such an effect becomes more prominent by the configuration of the solving means 4.

  That is, the solution means 4 prepares a plurality of types of effect modes (for example, visual images) for the effect operation, and selects one type from them to perform the effect operation (display of the selected image, etc.). It is an important structure. Each of the multiple types of performance modes is always associated with one of the game modes (low probability game mode or high probability game mode). It is clear whether it corresponds to the game mode of. However, when a plurality of types of effect modes are compared at the same time, a partial overlap is provided between them. For example, if the production mode corresponding to the low probability game mode is an image depicting only one specific character, an image depicting a plurality of the same specific character may correspond to the high probability game mode. is there. Or even if it is the image which drew the same specific character, the thing from which the color and form differ may correspond to mutually different game modes.

  For this reason, unless all types of performance modes can be individually recognized and completely distinguished, it is perfectly determined which game mode corresponds to a single mode selected from a plurality of types. It is difficult to distinguish between On the other hand, each production mode is associated with either game mode, so while the player carefully observes the production operation, each conclusion type (any game) There is still room for exploration that can be derived. For this reason, the player is attracted to the performance operation in an attempt to know the internal game mode, and can continue to maintain the game motivation for a long period of time.

(Modification of Solution 4)
In the solution 4, “a plurality of types of performance modes are distinguished for each type in association with one of a low-probability game mode and a high-probability game mode”. Some of the performance modes may be associated with both the low-probability game mode and the high-probability game mode at the same time.

(Solution 5)
In the above solution 4, the plurality of types of effect forms include a plurality of effect image groups expressed with conceptually different contents, and the game mode is the low probability from the ideal contents expressed with each effect image. It is preferable that it is possible to guess whether the game mode or the high probability game mode is present.

  In Solution 5, an effect operation is performed by actually displaying a visual effect image, but each effect image has a different concept (for example, a story that is developed around a specific character). Scene, scene, etc.). In this case, when the player touches a certain type of effect image, it can be used as a guideline when estimating the game mode by considering the game content and the conceptual content extracted from it. it can.

  As an example, if the scene expressed by a certain production image is conceptually reminiscent of a sense of urgency and tension, the player associates the tense idea extracted from it with a high-probability gaming mode. Tend to think. This is because, in the high-probability game mode, the next winning probability is relatively high, so that the player feels a sense of expectation and excitement (so-called “hot” state) as well as expectation.

  On the other hand, if the scene represented by the effect image is a content reminiscent of a daily atmosphere, the player tends to think of the peaceful concept extracted from the scene in association with the low probability game mode. In this way, the solution means 5 allows the player to continue playing the game while guessing various game modes at the time when the player touches the content of the intentionally different performance operation.

(Solution 6)
Alternatively, in the solving means 4 described above, the plurality of types of effect modes include a first type effect mode having an effect image group associated with the low probability game mode and a content associated with the high probability game mode. The first-type effect mode and the second-type effect mode are provided with effect images having the same contents in a part of each effect image group. It may be.

  The solving means 4 has a configuration in which “a plurality of types of effect modes are set to partially overlap contents”, but here the effect modes are specifically the first type effect mode and the second type effect mode. Of these, the first type effect mode has an effect image group associated with the low probability game mode, and the other second type effect mode is the effect image associated with the high probability game mode. Have a group. Although the first type effect mode and the second type effect mode are different from each other, an effect image having the same content is provided in a part of each effect image group.

  In this case, in the effect operation by the information providing effect means, the effect image of the first type effect mode or the second type effect mode is basically selected according to the game mode (low probability game mode or high probability game mode) at that time. An effect image will be selected, but some of the effect images have contents common to both game modes, so when a player touches the effect image, the game mode at that time is determined It becomes more and more difficult. Therefore, even for a player who always carefully observes the contents of the production image, it becomes difficult to infer the game mode from the contents of the production action, and the player is increasingly motivated by imagination. Can continue to maintain.

(Solution 7)
The gaming machine of the present invention can have an independent configuration. For example, when a predetermined lottery opportunity occurs with the progress of the game, a profit lottery means for performing a lottery on whether or not to give a profit to a player with a predetermined probability, and a lottery by the profit lottery means, Profit discriminating means for discriminating what kind of profit should be given to the player, and basic profit granting means for granting the player a basic profit if the discrimination result of the profit discriminating means meets basic conditions And, when the determination result of the profit determining means matches a special condition, a high added value profit giving means for giving a high added value profit obtained by adding another value to the basic profit to the player, As another value added by the high added value profit granting means, the high probability game mode in which the predetermined probability is set relatively high from the low probability game mode in which the predetermined probability is relatively low when the lottery is executed. A winning probability changing means for changing to a winning result directing means for performing a directing action corresponding to the announcement of the winning result after executing a series of staging actions toward the announcement of the winning result when the lottery is performed And an information providing effect for performing an effect operation for providing information on whether the game mode is the low probability game mode or the high probability game mode regardless of the content corresponding to the winning result for each lottery A gaming machine comprising means.

  In this case, the configuration relating to the provision of profit is the same as that of the above-described solving means 1, but the contents of the rendering operation are different. In the solving means 6, an effect operation related to the announcement of the winning result of the lottery is performed, the effect operation is continuously performed for the announcement of the result, and is completed by the announcement of the winning result. However, here too, it is difficult to determine which profit (basic profit or high value-added profit) has been won, since only the winning result can be determined from the production operation. Therefore, the configuration up to this point can provide substantially the same functions or effects as the above solution 1, but the solution 6 is not related to the effect related to the winning result of the lottery. A production operation for providing information is performed.

  Regardless of whether or not the game machine has been drawn by profit-giving means (for example, whether or not there has been a start prize), the internal game mode is always inferred and searched during the game. It is done for the purpose of making it. Therefore, even if a player who is in contact with such a performance action has not been won at the present time, he will somehow obtain information on the internal game mode from the presentation action in the process up to the next winning. You can feel new interest there. This also enables players to increase their willingness to play from an early stage before profits are granted, and even after profits have been granted, the game will continue to be explored, resulting in It is possible to maintain a high willingness to play for a long time.

(Solution 8)
In the solving means 1 to 7, the profit lottery means prepares in advance two types of winning results respectively associated with at least the basic profit or the high value-added profit, and the profit determination means includes: When the winning result of the type associated with the high value-added profit is obtained by the lottery by the profit lottery means, it is determined that the special condition is met.

  As described above, in the case of winning, a basic profit or a high value-added profit is given to the player. In the solution means 8, a winning result associated with each profit is prepared in advance. In this case, the profit determination means can easily determine which profit should be given according to the type of the winning result obtained by the profit lottery means without performing complicated condition determination. For example, in the case of performing winning determination by extracting random numbers as a general lottery player method, a random number value for winning determination (big hit random number) and a random number value for winning type determination (hit symbol random number) are extracted at the lottery opportunity If the random value for hit determination matches the hit value, the player is won. In addition, in the random number value for determining the hit type, a range of random values to be won for basic profit and a range of random value to be won for high value-added profit are set in advance in all the random numbers. The winning type is determined depending on which range the extracted random number value falls into.

(Solution 9)
The gaming machine of the present invention is suitable for a ball-type gaming machine that plays a game using a gaming ball as a medium, for example. As a configuration for this, the gaming machine according to the present invention is the above-described solution means 1 to 8, in which ball launching means for launching a game ball as a game medium toward the game board surface in response to a predetermined launch operation, and the game board surface Formed in the game area where the launched game balls flow down, a winning opening provided in the gaming area through which the gaming balls can flow, and winning detection for detecting that the winning game balls have been won in the winning openings Means, a prize ball payout means for paying out a prescribed number of prize balls in accordance with the winning of the game ball, and a prize that is arranged in the game area and allows a game ball to flow in by operating a predetermined movable body. Identifies the device, the symbol display means that can display the symbols after the symbols are variably displayed over a predetermined fluctuation period triggered by the detection of the winning by the winning detection means, and the symbols that are stopped and displayed by the symbol display means The symbol display of Special gaming state transition means for transitioning to a special gaming state in the case of being in the state, the profit lottery means performs the lottery when the game ball flows into the winning opening, and the basic profit Is that when the transition to the special gaming state, the movable body of the winning device operates in a specific operation pattern, it is possible to win a game ball to the winning device, the high value-added profit granting means, After the special gaming state is finished, the change to the high probability gaming mode by the winning probability changing means is added as the other value.

  In a known ball-type game machine, for example, a lottery is performed in response to a start prize (a game ball has entered the prize opening). As a result, a normal jackpot or a probability fluctuation benefit (winning probability is 5) Many of the big wins with a value of about 2) are won, and when a benefit of probability variation is added, that effect is appealing to the player. In this case, the player's willingness is barely maintained as long as the probability variation appealing effect can be made, but if the next general jackpot is allocated, naturally there will be nothing that can be appealed, so the effect will be monotonous there, The tendency to diminish the player's motivation is strengthened.

  Similarly, in the gaming machine of the present invention, when a high value-added profit is given, the winning probability is changed to be relatively high. However, since this is not particularly appealing to the player, There is a tendency to be intrigued by the interest in what the game style has become. For this reason, the player becomes serious about trying to find out the game mode from the rendering action appearing during the game, the behavior of the gaming machine, and the like, and can keep the game motivation high while expecting the next winning.

  In this case, the symbol display mode corresponding to the lottery result (not only the winning result but the type in the case of winning) is stopped and displayed on the symbol display means, but the symbol display mode at this time is easily displayed by the player. It does not use patterns that can identify types (including numbers and letters in addition to those that are pictorially represented), and it is difficult to identify types at first glance. For this reason, the player cannot easily recognize the winning result or the winning type simply by looking at the display mode of the symbol display means. You can continue playing.

  However, when winning in the lottery, it becomes a specific symbol display mode (not limited to one type), thereby shifting to a special gaming state, and the movable body of the winning device operates in a specific operation pattern (for example, round operation) Is done. Therefore, the player can recognize from the behavior of the gaming machine at this time that the special gaming state (basic profit is given), and the production operation (special gaming state can be changed accordingly). Display, sound output, etc.) are performed, so that a special game can be executed while being thrilled.

(Solution 10)
In the solving means 1 to 9, the high value-added profit granting means gives the basic profit to the player, and then, when the lottery by the profit lottery means, the predetermined probability is more than the low probability game mode. The profit that sets the probability higher than twice (or more than twice) can be added as the another value.

  In other words, in this case, the profit (basic profit) that leads to an increase in the amount of the player's play is common, but in addition to this, the profit that the probability of the lottery is set to more than double (more than double) is combined. High value-added profit.

(Solution 11)
In the above solutions 1 to 10, the gaming machine of the present invention is a game for maintaining the high probability game mode when the game mode is changed to the high probability game mode by the winning probability changing unit. Maintenance lottery means for executing the mode maintenance lottery and game mode fall means for changing from the high probability game mode to the low probability game mode when the game mode maintenance lottery by the maintenance lottery means is lost. Good.

  As described above, in the gaming machine of the present invention, it is one attraction that the winning probability changing means is changed to the high probability gaming mode, but the solution means 11 before the next winning is obtained in the high probability gaming mode. There is also a possibility of falling from there. In other words, when the high probability game mode is reached, the solution means 11 performs a lottery for maintaining the current high probability game mode (or “deciding whether to maintain the high probability game mode”), If it is lost in this game mode maintenance lottery, even if it has been changed to the high probability game mode, it will be dropped and demoted from there to the low probability game mode. For this reason, even if it is changed to a high probability game mode once, there is a possibility that it will win the next profit with a high probability. It can be said that there is a possibility of being demoted to a stochastic game mode. Therefore, even if the player assumes that the game mode has been changed to a high-probability game mode, the player always plays the game while feeling close to the winning expectation and the risk of falling. Can add thrilling interest.

(Solution 12)
Alternatively, in the solving means 1 to 10, when the gaming mode of the gaming machine of the present invention is changed to the high probability gaming mode by the winning probability changing unit, the gaming machine is changed from the high probability gaming mode to the low probability gaming mode. Falling lottery means for executing a game state falling lottery to determine whether or not to change, and when the game state falling lottery by the falling lottery means is won, the high probability gaming mode is changed to the low probability gaming state. And a game state falling means.

  The solution means 12 performs a lottery in the opposite sense to the solution means 11 described above. That is, the game state fall lottery is a lottery for determining whether or not to change (or demote, fall, etc.) from the current high probability game state to the low probability game state. Therefore, the high probability game mode will continue as long as the player has been in the game mode fall lottery, but if the game mode fall lottery is won, it will be changed (or demoted / fallen) to the low probability game mode. You will meet the gloomy eyes.

  Thus, it can be said that the gaming machine according to the present invention has a possibility of falling without knowing from the high probability game mode, and therefore can be changed to the high probability game mode with high frequency. Specifically, it is possible to adopt a basic specification in which the ratio and frequency when a high value-added profit is granted are higher than when a basic profit is granted by winning. In other words, from the viewpoint of the player, if the opportunity to play a game with a high lottery probability due to high value-added profit increases, there is an advantage that the expectation can be maintained for a long period of time. Even if there is a possibility of changing to a high-probability gaming mode with high frequency, it can be said that the player may not always win, and may fall from there and return to the low-probability gaming mode. For this reason, only the player is not unilaterally advantageous and can maintain high operation for a long period of time, which is advantageous for both the player and the hall operator.

(Solution means 13)
In the above solutions 1 to 12, the gaming machine of the present invention discloses information regarding whether the basic profit or the high value-added profit is given to the player to the outside of the gaming machine. Profit information concealment means for further concealing is further provided.

  In the solution means 13 and 14, the structure for not concealing information positively to the player and concealing internally becomes clearer. That is, the solution means 13 does not disclose information on which profit is given even if the lottery is won. For profit information concealment means, even if a high value-added profit is won, the action for disclosing it to the outside is intentionally suppressed (for example, the winning type is not expressed in the production, the symbol display mode Such as not clearly expressing the winning type according to the variation mode).

(Solution 14)
Alternatively, in the solving means 1 to 13, in the gaming machine of the present invention, the game mode is changed between the low probability game mode and the high probability game mode by the winning probability changing unit or the game mode falling unit. The game mode information concealing means is further provided for concealing without disclosing information regarding whether or not to the outside of the gaming machine.

  In this case, whether or not the low-probability gaming mode has been changed to a high-probability gaming mode (so-called promotion) is not disclosed, or whether or not the high-probability gaming mode has been changed to a low-probability gaming mode (so-called demote / fall) Is not disclosed. In such a game mode information concealment means, even if it is internally changed to a high-probability game mode, the action for disclosing the information to the outside is intentionally suppressed (for example, the game mode in the production This includes not expressing, not expressing the game mode clearly depending on the symbol display mode and the variation mode). Alternatively, even if the high-probability gaming mode is changed to the low-probability gaming mode, the information (the fact that there was a fall / demotion) is not disclosed to the outside.

  According to the solving means 13 and 14, the player can learn a new interest in guessing information from the behavior of the gaming machine and the content of the production operation, and always has a strong interest in the content of the production operation. Can be observed. As a result, the player can continue to play eagerly until some reasoning is established within him / her, and if he / she believes that the winning type / mode of play is advantageous to him / her, he / she expects the next winning / winning. As a result, the willingness to play will not decline over a long period of time.

(Solution 15)
In the solving means 1 to 14, the winning probability changing means changes from the low-probability gaming mode to the high-probability gaming mode at a different timing from when the high value-added profit is given to the player. Changes may be possible.

  With known gaming machines, the benefits of probability fluctuation cannot be obtained unless there is a conspicuous opportunity such as a big hit, so the player will not start talking about not assigning the first winning anyway, in the process until it reaches You may lose your willingness to play. On the other hand, in the solution 15, even if a high value-added profit is not particularly given, it can be changed to a high-probability gaming mode by another opportunity, so the player frustrates before assigning the first winning. It is less likely to end up. In addition, even if the player has not obtained the winning result for a while, if the change to the high probability gaming mode is made before reaching the first winning, the expectation to win will greatly increase from there , Game willingness will not decline.

  In addition, “another opportunity” is, for example, winning in a special accessory device in the game area, that the game ball that has won in the accessory device has further passed through a specific area in the sorting lottery, Alternatively, it can be assumed that a lottery is performed internally (other events may be used as triggers).

  Furthermore, if a change to the high probability game mode is performed at a different opportunity from the winning, some change occurs in the content of the direction operation by the information providing direction means, so when the player touches such a change, The expectation that “maybe the winnings may be close” comes out, and the willingness to play becomes increasingly difficult.

  In the gaming machine of the present invention, the player's expectation is not easily interrupted, and the game can be continued for a long time while maintaining a high expectation until the next profit is always obtained. Therefore, there is an advantage that it is not easy to get bored for the player, and there is an advantage that the operation is increased for the hall operator.

  Hereinafter, an embodiment in which the present invention is applied to a pachinko machine will be described with reference to the corresponding drawings.

(1. Overview of pachinko machine)
FIG. 1 and FIG. 2 specifically show the configuration of the pachinko machine 1 according to an embodiment. The pachinko machine 1 includes a frame body and a game board 4, and the frame body includes an outer frame 2, a main body frame 3, a front frame 5, and the like. Among these, the outer frame 2 is configured by combining upper, lower, left, and right frame members in a rectangular shape, and a lower plate 6 for receiving the lower surface of the main body frame 3 is provided at the front lower portion thereof. One side edge (left edge in this example) of the body frame 3 is attached to one side edge (left edge in this example) of the outer frame 2 via a hinge mechanism 7, as shown in the figure. The main body frame 3 can be opened and closed on the front side of the outer frame 2. The main body frame 3 is configured by integrally molding the front frame body 8, the game board mounting frame 9, and the mechanism mounting frame 10 with a synthetic resin material. Among these, the front frame body 8 is formed on the front side of the main body frame 3, and its outer shape has a size that matches the outer shape of the outer frame 2 excluding the lower plate 6.

  The game board mounting frame 9 is formed integrally with the rear portion of the front frame body 8, and the game board 4 is mounted on the game board mounting frame 9 so as to be fitted from the front. Although not shown here, the game board 4 can also be opened and closed to the front side from the main body frame 3 via a hinge mechanism, and the game board 4 can be attached to and detached from the main body frame 3 along with this opening and closing operation. It has become.

  An annularly formed guide rail 11 is disposed on the board surface (front surface) of the game board 4, and the guide rail 11 includes an outer rail and an inner rail. On the board surface of the game board 4, a substantially circular game area 12 is defined inside the guide rail 11. In addition, the structure (board | board surface structure) in the game area | region 12 is mentioned later.

  As shown in FIG. 2, a bass speaker 14 is provided at a lower left position of the front frame body 8, and the bass speaker 14 is attached to the front frame body 8 via a mounting plate 13. Has been. In addition, a launch rail 15 is provided at a lower position of the front frame 8 at the right side from the center, and this launch rail 15 plays a role of guiding the game ball toward the launch path of the game board 4. A lower front member 16 is attached to the front frame 8 at a position below the launch rail 15 and the bass speaker 14. A lower pan 17 is formed at a substantially central position of the lower front member 16, and a firing handle 18 is provided at a position further to the right.

  As shown in part in FIG. 2, a locking device 19 is mounted on the back side of the main body frame 3 (front frame body 8) just on the side opposite to the hinge mechanism 7. The locking device 19 has a function of locking the entire body frame 3 with respect to the outer frame 2 or locking the front frame 5 with respect to the body frame 3. The locking device 19 has two types of frame locking latches 21 and door locking latches 23, and one of the frame locking latches 21 corresponds to the closing tool 20 of the outer frame 2. For example, when the main body frame 3 is pushed into the outer frame 2 from the state shown in FIG. 2, the two frame locking latches 21 on the upper and lower sides respectively engage with the corresponding stoppers 20, thereby causing the main body frame 3 to move. The outer frame 2 is fixed in a locked state.

  The other door locking latch 34 corresponds to the closing tool 22 provided on the rear surface of the front frame 5. For example, when the front frame 5 is pushed into the main body frame 3 from the state shown in FIG. At the top and bottom, the three door locking latches 34 are respectively engaged with the corresponding closures 22, whereby the front frame 5 is fixed in a locked state to the main body frame 3.

  The locking device 19 also has a cylinder lock 24. With the main body frame 3 and the front frame 5 closed, for example, an administrator or employee of the hall inserts a predetermined key into the key hole of the cylinder lock 24. When it is turned in one direction, the engagement between the frame locking latch 21 and the closing tool 20 of the outer frame 2 is released, and the main body frame 3 is unlocked. When the key is turned in the opposite direction, the engagement between the door locking latch 23 and the closing tool 22 of the front frame 5 is released, and the front frame 5 is unlocked. The front end portion of the cylinder lock 24 is exposed to the front surface of the lower front member 16 through the front frame 8 and the lower front member 16 so that the unlocking operation can be performed by inserting a key from the front of the pachinko machine 1. Arranged to do so.

  The front frame 5 is also called a glass frame or a glass door, and the front frame 5 is attached to the front side of the main body frame 3 through a hinge mechanism 25 so as to be opened and closed. The front frame 5 includes a door main body frame 26 on the back side, and includes a side decoration device 27, an upper plate 28, and an acoustic illumination device 29 on the front side. The door main body frame 26 is configured by a pressed metal frame member, and the door main body frame 26 is formed to have a size that covers a portion from the upper end of the front frame body 8 to the upper edge of the lower front member 16. ing. When the front frame 5 is closed, the front side of the front frame 8 including the game board 4 is covered by the front frame 5, but a substantially circular opening window 30 is formed in the center of the door body frame 26. The game area 12 of the game board 4 can be viewed from the front through the opening window 30. In addition, a window frame 31 having a rectangular frame shape larger than the opening window 30 is provided on the rear side of the door main body frame 26, and a transparent glass plate 32 is doubled forward and backward in the window frame 31. Is installed.

  As shown in FIG. 1, the front frame 5 is provided with side decoration devices 27 on the left and right sides around the opening window 30, and an upper plate 28 at the lower part thereof. In addition, an acoustic illumination device 29 is disposed at the top. The side decoration device 27, the acoustic illumination device 29, the upper plate 28, and the like are integrated so as to constitute the outer shape of the front frame 5 as a whole, and are designed to recall a sense of unity in appearance.

  Among these, the side decoration device 27 is mainly configured by a side decoration body 33 having a built-in lamp substrate, and the side decoration bodies 33 form a pair just on the left and right of the opening window 30. In the side decorative body 33, a plurality of slit-shaped opening holes (without reference numerals) that are long in the horizontal direction are arranged in the vertical direction, and each opening hole has a light source (for example, LED) disposed on the lamp substrate. A corresponding lens 34 is incorporated.

  The acoustic illumination device 29 includes a transparent cover body 35, a speaker 36, a speaker cover 37, a reflector body (not shown), and the like, and these components are unitized in a state where they are assembled with each other.

(2. Board configuration)
FIG. 3 shows the game board 4 alone. As shown in FIG. 3, in the game area 12, a number of obstacle nails (without reference numerals) are provided in a predetermined gauge arrangement, and a windmill 40 is provided at an appropriate position in the middle thereof. ing. At the center of the game area 12, there is a center feature 42 that attracts a lot of attention. The design of the center feature 42 characterizes the model of the pachinko machine 1, the game concept, and the like.

  The center accessory 42 is composed of a frame-like decorative body as a whole, and a character body 42a designed with the head of a racehorse is integrally attached to the upper edge portion thereof. Furthermore, decorative bodies 42b and 42c designed for the front legs of the racehorses are arranged on the left and right of the character body 42a. Of these, the right decorative body 42c can function as a movable accessory.

  The left and right side edges of the center accessory 42 are decorated with alphabet letters designed, and here the alphabet letters are emitted by a decoration lamp (LED) (not shown). In addition, a warp passage is formed along with a warp entrance (not shown) at the upper edge portion or the left and right side edge portions of the center accessory 42. When a game ball flowing down along the game board surface enters the warp entrance, the warp passage passes through the warp passage. It is taken inside the center accessory 42.

  A ball receiving shelf 42d is formed at the lower edge of the center accessory 42, and the ball receiving shelf 42d has a certain depth in the front-rear direction. The game ball taken in through the warp passage is released to the inside of the center accessory 42 and guided to the ball receiving shelf 42d. The ball receiving shelf 42d can roll a game ball on its upper surface and give various changes to its movement to add interest to the game. Alternatively, a movable body (not shown) is disposed on the ball receiving shelf 42d, and the movement of the game ball can be changed by the movable body.

  A ball guiding path 42e is formed at the center of the lower edge of the center accessory 42, and an inlet (not shown) to the ball guiding path 42e is formed on the upper surface of the ball receiving shelf 42d. Has been. The game ball that has dropped from the ball receiving shelf 42d to the entrance of the ball guiding path 42e is guided downward through the ball guiding path 42e.

  On the other hand, the exit of the ball guiding path 42e is open toward the front, and the game ball released from the exit falls almost downward. In the game area 12, a ball entry device 44 is arranged at a position immediately below the ball guide path 42e, and when a game ball enters the ball entry device 44, a start prize is awarded. Therefore, the game ball released from the ball guiding path 42e can be awarded with a start with a considerably high probability. The ball entry device 44 has a pair of left and right movable pieces 44a, and these movable pieces 44a can be expanded left and right to increase the probability of entry.

  Further, an attacker device 46 is disposed in the game area 12 at a position below the above-described ball entry device 44, and the attacker device 46 opens and closes the big prize opening by opening and closing the opening and closing member 46a. be able to.

  In addition, the game area 12 is provided with a start gate opening, a general winning opening, etc. (without reference numerals). Further, a liquid crystal display device 51 is disposed inside the center accessory 42, and in this liquid crystal display device 51, for example, an effect display by an image is performed.

(3. Special symbol display device)
In the present embodiment, four multicolor LEDs 52 are arranged on the left side of the character body 42a in the upper edge of the center accessory 42, and the arrangement of these LEDs 52 can function as a special symbol display device. . The arrangement of the four LEDs 54 on the right side of the character body 42a is a start hold lamp (up to 4 holds).

  In the present embodiment, the function of the special symbol display device can be realized by turning on / off the LED 52. For example, by changing the four LEDs 52 in various patterns in response to the start winning prize, the variation state of the special symbol can be displayed. When the predetermined fluctuation time is over, the stop state in which the special symbol is determined can be displayed by the turn-on / off display patterns of the four LEDs 52. Thereby, when the lottery is performed, the result information is displayed by turning on / off the LED 52 (lottery information display means). Further, the control of special symbol fluctuation display and stop display by turning on / off the LED 52 is performed by a main control board described later (display control means).

Specifically, each LED 52 is provided with lighting colors of two colors (for example, red and green), whereby each LED 52 is “lighted off”, “lighted with lighting color 1”, and “lighted color 2”. The lighting / light-off display pattern can be switched in three ways of “lighting”. Therefore, a total of 81 (3 4 = 81) lighting / light-off display patterns when four LEDs 52 are arranged can be prepared. Here, for convenience of explanation, only two colors are used, but the lighting color of the LED 52 may be three or more colors (preferably about seven colors). Further, the LEDs 52 need not be arranged in one place, may be arranged separately, and do not particularly need to be arranged on the board surface. Or you may display a special symbol by five or more LED, and you may display using 7 segment LED.

  FIG. 4 shows a list of 81 lighting / light-off display patterns. In the table of FIG. 4, the symbol “◯” represents “off” of the LED 52, the symbol “◎” represents “lighting with lighting color 1”, and the symbol “●” represents “lighting with lighting color 2”. ing. For this reason, for example, in Pattern No. 0, all LEDs 52 are “off”, but in Pattern No. 1, one LED 52 located at the right end is “Illuminated with Lighting Color 1”, and the other 3 One is understood to be in a “light-off” state.

  On the other hand, in the pachinko machine 1 of the present embodiment, four hit modes are prepared as modes in which the player is given a profit, and these are (1) “normal (non-probable) big hit”, (2) “ There are four types: “probable big hit”, (3) “short open probable hit”, and (4) “short open per hit”. As an example, in the table of FIG. 4, pattern numbers 15, 30, 41, 46, 47, 48, 49, 54, 59, 73, 76, and 79 are display patterns corresponding to “probability big hit” If a special symbol is stopped and displayed in these display patterns, a profit (high value-added profit) is given to the player.

  Similarly, pattern numbers 35 and 53 correspond to “short open probability variation”, and pattern numbers 40 (35), 61 (53), 50, 56, 69, and 75 correspond to “short open per change”. Numbers 63 (73) and 70 (54) correspond to “ordinary (non-probable) big hit”. It should be noted that the pattern numbers marked with parentheses indicate that display patterns that are very similar are provided for “short opening probability variation per hit” and “short open per hit”. For example, the pattern numbers 40 and 35 are very similar to each other in the combination of turning on / off display, and it is difficult to distinguish the display patterns at first glance from these display modes. Here, similarly, pattern numbers 61 and 53 are very similar.

  Also, the pattern numbers 63 and 70 corresponding to “normal (non-probable change) big hit” and the pattern numbers 73 and 54 corresponding to “probable big hit” are very similar to each other. Is difficult to distinguish.

  As described above, the display pattern shown in FIG. 4 represents the symbol display mode (display eye) when the special symbol display device 60 is stopped. As can be seen from FIG. In the pachinko machine 1 of the embodiment, the lottery result and the subsequent internal state are not easily determined from the symbol display mode of the special symbol display device 60 basically. That is, in this embodiment, by preparing a variety of display patterns for special symbols and display patterns that are very similar among a plurality of winning types, the player can read the lottery results from the display mode of the special symbols. The emphasis is on the fact that the lottery result and the internal state can be estimated from the effect display by the liquid crystal display device 51 and the behavior of the attacker device 46 and the like.

  Therefore, even if a “normal (non-probable) big hit” or “probable big hit” is won during the game and the player wins a big hit, the player is not clearly informed of which one has been won, and is hidden internally Will remain. Alternatively, even if “probable big hit” or “ordinary big hit” is won, it is not clearly notified to the player in terms of performance. Further, even when the lottery probability is changed to a high value due to “probable big hit” or “short open probable hit”, the internal state is not clearly notified by character information such as “probably changing”. In addition, because there is no particular difference in the variation display mode (variation time etc.) of the special symbol depending on whether the internal state is a normal state (low probability) or a probability variation state (high probability), Even if the change display of the special symbol is seen, it cannot be determined that the player is “probably changing”. Therefore, the player basically plays the game without being provided with clear information about the type of the winning result and the internal probability state.

  However, when the four LEDs 52 are all lit, as in pattern numbers 15 and 30 in FIG. 4, for example, it is easy to make a visual judgment. In this embodiment, these lighting patterns correspond to “probable big hit”. Assigned as a thing (so-called “iron plate pattern”). This leaves a possibility that the player can clearly read the winning type by the display pattern (display eye) when the special symbol display device 60 is stopped.

  In addition, two LEDs 53 and 55 are arranged on the left and right sides of the ball guide path 42e on the lower edge of the center accessory 42, and the two LEDs 55 on the left side of these function as a normal symbol display device, for example. The two LEDs 53 on the right side can function as a game state display device.

  In the case where the two LEDs 55 function as a normal symbol display device, if there is a passage through the gate opening during a normal game, the LED 55 blinks as a trigger and starts a variable display, and then stops after a certain time. The winning by normal symbol lottery is determined by the lighting pattern at this time.

  On the other hand, when the two LEDs 53 function as a game state display device, for example, it is possible to clearly indicate that the game state is “probability changing” by turning on the two LEDs 55 with high luminance. However, in the pachinko machine 1 of the present embodiment, the internal game mode is usually kept secret inside and is not disclosed to the outside, so this function is used for a specific purpose (for example, a game at the time of opening a hall) Used only for mode confirmation).

(4. Hit mode)
Next, details of each hit mode are as follows.
(1) “Normal (non-probable change) big hit” is, for example, a round operation that opens and closes the attacker device 46 in a certain pattern for a maximum of 30 seconds and repeats up to 10 rounds. It is called. The player can obtain a lot of prize balls (basic profits) by winning the game balls in the big prize opening during the big hit game. Note that each round operation ends when either 30 seconds elapses or 10 winning balls are counted. The jackpot game ends when the round operation ends 10 times.

  (2) The “probable big hit” is to enable a big hit game similar to the above (1), but after the big hit game is finished, the probability of the next big hit is set higher than normal (for example, the normal big hit game) When the jackpot probability is 1/320, a privilege of changing 5 times to 1/64) is added (high value-added profit). For this reason, when the player wins a promising big hit, the next big hit probability becomes high, and it is possible to continuously win the big hit (so-called consecutive resort).

  (3) “Short opening probability variation hit” is, for example, a round operation of opening the big winning opening for 0.3 seconds twice, and the interval between rounds is 2 seconds. This short opening probability change is ended when the attacker device 46 is opened only twice for a relatively short time (0.3 seconds). If a prize is entered in the big prize opening during this time, a specified number (for example, 15) of prize balls is paid out, but not many prize-winning opportunities are given together like a big hit game (low value-added profit). However, if the player wins a short-open probability change hit, there is a privilege that the probability of the next big hit lottery is set high (1/64), so that the continuity of the big hit game can be expected in the same way as in the case of the probability change big hit. Become.

  (4) “Short-per-open” is the same mode as “Short-open-probable per-change” in the operation of the attacker device 46, but the bonus for changing the big-hit lottery probability is not added. In other words, when the short opening is reached, the attacker device 46 is closed only for a relatively short time (0.3 seconds) and is opened only twice (small value profit). However, a predetermined number (for example, 15) of winning balls can be paid out when winning a big winning opening during this period.

  In addition, the specific numerical value said by said (1)-(4) is the best thing in implementation of this invention. In addition, these numerical values can be variously changed and are not limited by the best numerical values.

  The probability of winning the winning modes (1) to (4) by lottery during a game is represented by, for example, Table 1 below.

(5. Maintenance lottery)
In this embodiment, when the probability variation state (high probability state) is caused by the “probability big hit” in (2) or “short open probability variation” in (3), the probability variation state is maintained with every start prize as a trigger. A lottery (falling lottery) is performed. The maintenance lottery is performed with a certain probability (for example, 1/640). When the lottery is lost with this maintenance lottery, a process of internally returning from the high probability state to the low probability state (normal probability) is performed.

(6. Control configuration)
FIG. 5 schematically shows a control configuration for controlling the operation of the pachinko machine 1. The control of the pachinko machine 1 is roughly divided into a main board group and a peripheral board group, and among these, the main board group plays game operations (winning detection, winning judgment, special symbol display, prize ball payout, etc.) ), And a group of peripheral boards controls production operations (light emission decoration, sound output, liquid crystal display, etc.). In addition to this, the pachinko machine 1 is equipped with a power supply board, a launch control board, an interface board, and the like. However, since any known ones can be applied, a detailed description thereof is omitted here.

(6-1. Main board)
The main board includes a main control board 56 and a payout control board 58, and the main control board 56 is disposed on the back side of the game board 4. The other payout control board 58 is disposed on the back side of the main body frame 3 together with the prize ball device. The main control board 56 and the payout control board 58 are equipped with CPUs 56c, 58c and other electronic parts such as built-in RAMs 56d, 58d and ROMs 56e, 58e, respectively, and various game control programs are executed by these electronic parts. Execute. Bidirectional communication is performed between the main control board 56 and the payout control board 58 via the respective input / output interfaces 56a and 58a. For example, when the main control board 56 transmits a prize ball command, it responds to this. Then, an ACK signal is returned from the payout control board 58 to the main control board 56.

  The main control board 56 is connected to a special symbol display device 60 (LED 52), a normal symbol display device 65 (LED 55), a game state display device 63 (LED 53), etc., which are provided on the game board 4. A solenoid 62 for driving the ball device 44, the attacker device 46, etc., a winning switch 64 for detecting a winning ball, a start hold lamp (not shown in FIG. 5), and the like are connected.

  A payout motor 66 for driving the payout device is connected to one payout control board 58, and a motor index sensor, a prize ball count switch, and the like (none of which are shown) are connected to the payout control board 58. Yes.

(6-2. Peripheral board)
In addition to the sub-integrated board 68, the peripheral board includes, for example, a plurality of illumination control boards 70 and 72, a waveform control board 74, and the like. Between the main control board 56 and the sub-integrated board 68, communication in only one direction is performed between the input / output interface 56a and the input interface 68a. Even if a command is sent to 68, the reverse is not performed.

  The sub-integrated board 68 also has electronic components such as a built-in RAM 68d and ROM 68e including the CPU 68c, and a predetermined effect control program can be executed by these electronic components. Further, the other electrical decoration control boards 70 and 72 and the waveform control board 74 also have CPUs (RAM / ROM built-in) appropriately labeled in the drawing. Bidirectional communication is performed between the sub-integrated board 68 and the other illumination control boards 70 and 72 and the waveform control board 74 with the respective input / output interfaces 68b, 70a, 72a and 74a. For example, a lamp (LED) 76 for decoration is mainly connected to the first lighting control board 70, and a lighting signal for the lamp 76 is transmitted from the sub-integrated board 68 to the lighting control board 70. Then, in response to this, the illumination control board 70 performs a process of turning on the lamp 76. Alternatively, a decoration lamp 78 is connected to the second illumination control board 72 together with the liquid crystal display device 51, and a display command for the liquid crystal display device 51 is transmitted from the sub-integrated board 68 to the illumination control board 72. Then, in response to this, the illumination control board 72 performs a process of actually operating the liquid crystal display device 51. In addition to this, for example, in the case where an actor performing an effect operation by a movable body such as a drum or a character body is provided on the board surface, loads such as a motor and a solenoid for driving these are controlled by the illumination control boards 70 and 72. Connected to etc.

  The waveform control board 74 executes processing for generating and transmitting / receiving waveform signals such as inaudible ultrasonic waves as well as audible sound waves as acoustic outputs. For example, when a sound output command is transmitted from the sub-integrated board 68 to the waveform control board 74, the waveform control board 74 performs processing for driving the speakers 14 and 36. In addition, an ultrasonic transmission / reception device 80 is connected to the waveform control board 74, and the ultrasonic transmission / reception device 80 enables ultrasonic communication between a plurality of platforms. Normally, a plurality of pachinko machines 1 are installed side by side in the island facility of the hall, but between the pachinko machines 1 equipped with the ultrasonic transmission / reception device 80, ultrasonic communication is possible. By using this communication function, a plurality of pachinko machines 1 can synchronize the effect operation or exchange game information between specific stands.

(7. Example of control processing)
Next, an example of control processing executed by the main control board 56 (CPU) will be described.

(7-1. Start winning process)
First, FIG. 6 shows a routine of the start winning process. In this start winning process, it is determined whether or not there is a start win during the game (step S101). Specifically, when a detection signal is input from a winning switch 64 (starting port switch) corresponding to the above-described pitching device 44, it is determined that there is a starting winning (YES). It is determined that there is no starting prize (NO).

  When it is determined that there is a start prize (step S101 = YES), it is next determined whether or not the number of start suspensions is less than the maximum of four (step S102). If the start pending number has already reached 4 at this time (NO), the start winning process routine is returned as it is. On the other hand, if the number of start-up holds is less than 4 (YES), a hold storage process is performed (step S103). In the hold storage process, for example, “1” is added to the hold number counter secured in the RAM, and the number of lighting of the start hold lamp 54 is increased by one.

  In the hold storage process, a random value is acquired together. In this embodiment, in addition to random numbers used to determine whether or not to win big hits or determine special symbol changes / stop patterns, internal game modes are maintained, demoted or dropped (from high probability game modes to low probability game modes). Dedicated random numbers are used to determine (change / demotion / fall).

  Therefore, for example, random numbers for hit determination (random number value for hit determination), random numbers for hit symbol (random number value for hit type determination), random numbers for variable fluctuation (variable) In addition to this, there are random numbers dedicated to maintenance or falling lotteries. The winning judgment random number is used to determine whether or not the lottery result is a win, and the winning design random number is the above-mentioned “normal big hit” or “probability big hit”. , A random number for determining whether it is “per short opening probability variation” or “per short opening”. In this embodiment, a common random number (0 to 65535) is used for the discrimination of “normal big hit”, “probable big hit”, “short open positive change hit”, and “short open positive change”, but an internal condition device For the lottery of “per short opening” not related to the operation of, a dedicated random number may be used.

  The winning design random number is used when the winning determination random number is determined to be winning. Specifically, the winning design random number is a display pattern that is stopped and displayed by the special symbol display device 60 (the winning pattern in FIG. 4). This is a random number for specifying the display pattern number). The variable variation random number (variable variation counter) is a random number for varying the symbol variation time by the special symbol display device 60 at the time of deviation variation, for example.

  And if the random number for maintaining or falling lottery is internally changed to the probability variation state (high probability game mode), whether or not the probability variation state should be maintained, or from the high probability game state It is a random number for determining whether or not to demote (fall) to a low probability game mode. This random number for exclusive use of the maintenance or falling lottery may be generated and acquired as a completely random number value, or in a mode used in combination with another random number value (random number for variable variation, random number for falling symbol, etc.) There may be.

  When each of the above random number values is acquired and stored in, for example, the RAM, the pending storage process is terminated and the present routine is returned. As described above, in the present embodiment, the random number value used for the jackpot success / failure determination relationship and the random number used for the determination of the maintenance or fall / demotion of the internal game mode are substantially simultaneously (classified as the same procedure in the control processing). Stored in step). Note that these random number values may be stored at the same time, almost at the same time, or slightly different in time.

(7-2. Game operation processing)
Next, FIG. 7 shows a routine of the game operation process accompanying the start winning. In this game operation process, it is first determined whether or not there is a start suspension (step S201). Specifically, when the value of the hold number counter is not 0, it is determined that there is a start hold (YES), and then it is determined whether or not the special symbol is in an unchanged state (step S202). At this time, if the special symbol display device 60 has not yet started the fluctuation display (fluctuation display by blinking of the LED 52) (YES), then the hold shift process is executed (step S203).

  In the hold shift process, the value of the hold number counter is decremented by “1”, and the process of shifting the contents of each random number value stored in the hold storage area of the RAM is performed. Following this, symbol variation processing is executed (step S204). Here, the variation time of the special symbol, the setting of the display pattern when the variation is stopped, and the like are performed. The contents of the symbol variation process will be described later in detail using still another flowchart (FIGS. 8 and 10).

  When the above-described symbol variation process (step S204) is completed, an information output process (step S205) is then executed. Here, various control information commands are generated and transmitted from the main control board 56 to the sub-integrated board 68. Is called. Based on the received control information command, the sub-integrated board 68 interprets the control information of the main control board 56 (presence / absence of start winning / holding, special symbol fluctuation / stop display mode, hit determination result, probability fluctuation, etc.) Then, a predetermined production operation is controlled. The details of the control information command will be described later (11. Effect process).

  In the game operation process of FIG. 7, a hit determination process (step S206) is finally performed. Note that the value of the hold number counter is 0 at the start of the game operation process (step S201 = NO), or the special symbol display device 60 is changing even if the value of the hold number counter is not 0 (step S202 = If NO, in either case, the information output process (step S205) and the hit determination process (step S206) are executed bypassing the hold shift process (step S203) and the symbol variation process (step S204).

  In the hit determination process (step S206), the hit flag (1 or 2) set at the start of the variation of the special symbol is referred to, and if the hit flag is set, another process (FIG. 11) is executed. Note that the process of setting the hit flag and the content of the hit determination process will be described in detail later using different flowcharts (FIGS. 9 and 11).

(7-3. Special figure variation setting process A)
Next, details of the symbol variation process (step S204) performed in the game operation process of FIG. 7 will be described.
FIG. 8 shows the contents of the special figure variation setting process A included in the symbol variation process. In the special figure variation setting process A, the special symbol display device 60 mainly sets the variation time and selects the display pattern at the time of stop according to the lottery result. Specifically, the result of the lottery is determined based on the already acquired random numbers for winning determination (step S301). If the winning (winning) is determined (YES), the hit fluctuation setting process (step S302) is performed. Executed. Here, “winning” means that either (1) the normal big hit, (2) the probability variation big hit, (3) the short opening probability variation, or (4) the short opening per hit.

  On the other hand, if the result of the lottery is out of lane, that is, it is determined that none of (1) to (4) is true (NO), the variable fluctuation random number already obtained (variable fluctuation) The value of the counter is compared with a predetermined value (for example, 1024) (step S303). The variable fluctuation random number is acquired within a range of 0 to 65535, for example. If this random number value is less than 1024 (YES), the variable fluctuation setting process (step S304) is executed. On the contrary, if the value of the random number for variable fluctuation is 1024 or more (NO), the fluctuation timer is set through each determination in step S305 or step S306. The variation timer is a timer for setting the variation time by the special symbol display device 60. Specifically, if the current start pending number is 0 (step S305 = YES), the predetermined variation timer is relatively small. The longer 10 seconds are set (step S307). Similarly, if the start suspension number is 1 (step S306 = YES), the fluctuation timer is set to a relatively medium 8 seconds, and if the start suspension number is 2 or more (step S306 = NO), the fluctuation timer changes. The timer is set to a relatively short 6 seconds (so-called hold time short). In any case, when the variation timer is set, a special symbol stop pattern is subsequently selected (steps S310 to S312). The stop pattern is appropriately selected from the on / off display patterns that do not correspond to any hit mode in FIG.

  When the above special figure fluctuation setting process A is summarized, if the lottery result corresponds to any hit, the special symbol fluctuation display is started after another hit fluctuation setting process (step S302) is executed. (Step S313). On the other hand, if the lottery result does not correspond to any hit (displacement), another variable variation setting process (step S304) with a distribution ratio of 1/64 according to the value of the acquired variable variation random number (variable variation counter). ) Is executed, but in other cases (63/64), the change display of the special symbol is started after the time of the change timer is set in three stages according to the number of pending start (step S313) It becomes.

(7-4. Variable variation setting process)
Here, the variable variation setting process in step S304 is based on the conventional concept of “outlier reach variation”. In other words, when the symbol is removed by lottery, the variation time of the special symbol is gradually shortened according to the number of start suspensions (steps S307 to S309). By changing the variation time to be longer or shorter, or changing the special symbol stop pattern, it is difficult to make the player notice that the variation is out of place. In this variable fluctuation setting process, for example, the fluctuation time is distributed according to the table shown in Table 2 below.

  In the pachinko machine 1 according to the present embodiment, since there is no effect synchronized with the change / stop of the special symbol (for example, the conventional decoration symbol change / stop display, etc.) There is no need to perform “outlier reach fluctuations” to increase For this reason, the setting of the variation time of the special symbol may be basically based on the concept of “short holding time”, but if the setting of the variation time is always fixed, it becomes easier for the player to be aware of “going out”.

  In consideration of this point, by executing the variable variation setting process described above, even if the lottery result is out of the range, “outreach reach variation” is performed at an appearance rate of 1/64. In this regard, in view of the fact that the conventional “displacement reach fluctuation” was performed at a relatively high appearance rate of about 1/11, in this embodiment, a long time for the purpose of providing a space between players. It can be said that the fluctuation is suppressed to a low appearance rate of 1/64. Therefore, from the player's perspective, it is less likely to show “outside reach fluctuations” that are unrelated to the hits at a long time. There are advantages to both because it is avoided.

(7-5. Hit variation setting process)
FIG. 9 shows the contents of the above-mentioned hit variation setting process (step S302 in FIG. 8). Here, when the lottery result is a win, it can be roughly divided into the setting of the fluctuation time in the case of `` normal big hit '' and `` probable big hit '', and in the case of `` short open positive change '' and `` The setting of the variation time is shared by the case of “per short opening”.

  That is, if it is determined in step S401 that it corresponds to “per short opening” (YES) or it is determined in step S402 that it corresponds to “short open probability variation” (YES), both cases are common. A short opening per change setting process (step S403) is executed. In step S403, using the value of the variable variation random number (variable variation counter), for example, the variation time is distributed in four ways according to the table shown in Table 3 below.

  Since the value of the variable fluctuation counter is acquired within the range of 0 to 65535, the fluctuation is usually applied to the fluctuation setting process per short opening in most cases (255/256 of appearance rate). As a result, a normal variation timer corresponding to the number of pending start-ups is set at a considerably high appearance rate, so that the player can hardly distinguish from a normal deviation variation. When the above short open per-change variation setting process is executed, “2” is set to the internal hit flag (step S405), and this routine is returned.

  On the other hand, if “normal big hit” or “probability big hit” is true, the determinations in step S401 and step S402 are both denied (NO). In this case, the common big hit fluctuation setting process (step S404) is executed. The In this step S404, using the value of the variable fluctuation random number (variable fluctuation counter) from 0 to 65535, for example, the fluctuation time is distributed in six ways according to the table shown in Table 4 below. When this big hit variation setting process is executed, "1" is set to the internal hit flag (step S406), and this routine is returned.

(7-6. Special figure change execution process B)
Next, FIG. 10 shows the contents of the special figure variation execution process B included in the symbol variation process (step S204 in FIG. 7). When the variation of the special symbol is started by the special symbol variation setting process A, it is determined here whether or not it is during the variation period (step S501). Specifically, whether or not it is during the fluctuation period can be determined by referring to the above-described fluctuation timer. If the fluctuation timer is activated, it is determined that the fluctuation period is in effect (YES). Conversely, if the variation timer is stopped, it is determined that the variation period is not in effect (NO).

  If it is determined in step S501 that the special symbol is changing, a change display control process (step S502) is executed. Here, for the two two-color LEDs 52 constituting the special symbol display device 60, for example, counter values of 0 to 15 are acquired and assigned to 8-bit values, and a total of eight switches (two colors are used by using these values). A process of switching ON / OFF of LED × 4) every 40 ms is performed. Thereby, the high-speed fluctuation | variation by the special symbol display apparatus 60 is implement | achieved, while four 2 color LED52 blinks. Here, the lighting / extinguishing of the LED 52 is controlled with reference to the counter value, but the lighting / extinguishing pattern of the LED 52 can be switched using, for example, a predetermined variation pattern table.

  Thereafter, when the variation timer counts up and the variation period ends, it is determined that it is not during the variation period of the special symbol (NO), and then stop pattern display control (step S503) is executed. In this stop pattern display control, the special symbol display device 60 uses the stop pattern lighting / light-off display pattern data already selected in the special symbol variation setting process A (FIG. 8), the hit variation setting process (FIG. 9), or the like. Sent to. The pattern data need not be transmitted every interrupt cycle (for example, 4 ms), and it is preferable to adjust the light emission luminance of the LED 52 by sampling appropriately.

(7-7. Hit determination process)
FIG. 11 shows the contents of the hit determination process (step S206 in FIG. 7) included in the game operation process. This winning determination process is executed when the lottery result is a win, and is not executed when the lottery is lost. Here, when the lottery result is a win, the operation pattern of the attacker device 46 is set according to the type of the win.

  From the processing order, it is determined whether or not the lottery result is “per short opening” (step S601). If the determination here is negative (NO), then the lottery result is “short opening probability change”. It is determined whether or not it is “winning” (step S602). Accordingly, when the result of the lottery is “ordinary big hit” or “probability big hit”, the determination is also denied (NO) here, so step S603 is executed next. In step S603, the maximum setting period for the operation pattern of the attacker device 46 is set to 30 seconds, the maximum setting continuation number (maximum number of rounds) is set to 10 rounds, and the setting interval is set to 2 seconds. .

  On the other hand, when the result of the lottery is “short open probability change hit”, the determination in step S602 is affirmed (YES), and then step S604 is executed. In step S604, the setting maximum period for the operation pattern of the attacker device 46 is set to 0.3 seconds, the setting maximum duration (maximum number of rounds) is set to 2 rounds, and the setting interval is set to 2 seconds. Is done. When step S603 or step S604 is executed, the big hit process (step S605) is executed by operating the condition device internally.

  On the other hand, when the result of the lottery is “per short opening”, the determination in step S601 is affirmed (YES), and the short opening per process (step S606) is executed. In this short opening per unit processing, the condition device is not operated internally, but in order to realize a behavior that is the same as or similar to the “short open probability variation per unit” in appearance, the attacker device 46 is simply operated. First, the grand prize opening is opened for 0.3 seconds, and after closing it for an interval of 2 seconds, the grand prize opening is opened again for 0.3 seconds and then closed again. .

(7-8. Big hit processing)
FIG. 12 shows the contents of the big hit process (step S605 in FIG. 11) included in the hit determination process. When the condition device operates internally and the big hit process is executed, first, a predetermined round counter is initialized (step S701). This round counter is secured in the RAM 56d, for example, and the value of the round counter is reset with this initialization. The round counter is for counting the number of rounds in the big hit game, and when the value reaches the set maximum number of times, the big hit process ends.

  After the round counter is initialized, when a predetermined winning ball number counter is set to “0” (step S702), the special winning opening is subsequently opened (step S703). Then, in the next step S704, it is determined whether or not the opening period of the special winning opening is within the set maximum period. The time (30 seconds or 0.3 seconds) set in step S603 or step S604 during the previous hit determination process is applied to the maximum set period here. If the opening period is within the set maximum period (YES), it is then determined whether or not the value of the winning ball counter is less than 10 (step S705). At this time, if the value of the winning ball counter is less than 10 (YES), it is determined whether or not the detection signal of the count sensor corresponding to the big winning opening is turned on (step S706). If the count sensor is turned ON by winning a prize at the big winning opening (YES), “1” is added to the winning ball counter in the next step S707, and the determination in step S704 is performed again. Alternatively, if there is no winning in the big winning opening in step S706 and the count sensor is not ON (NO), the determination in step S704 is performed without adding the winning ball number counter.

  In the case of “ordinary big hit” or “probable big hit”, one round is ended when either the set maximum period of 30 seconds elapses or the winning ball reaches 10 counts. Become. If either of these two conditions is satisfied, the determination in step S704 or step S705 is negative (NO), so that the big prize opening is closed to end the round (step S708). Then, in the next step S709, it is determined whether or not the value of the round counter has reached the set maximum continuation count (10 rounds).

  On the other hand, in the case of “short opening probability variation hit”, the set maximum period is as short as 0.3 seconds. For this reason, the winning ball counter does not normally reach 10, and the determination of step S709, that is, the round counter reaches the set maximum number of times (2 rounds) after the set maximum period of 0.3 seconds elapses first. It is determined whether or not.

  In any case, if the value of the round counter has not reached the set maximum number of times (10 or 2) (step S709 = NO), then “1” is added to the value of the round counter (step S710) and the winning ball The number counter is reset to “0” (step S702).

  The above processing corresponds to the processing of the first round during “normal big hit”, “probability big hit”, or “short open probability big hit”. Thereafter, when the round operation is repeated and it is determined that the value of the round counter has reached the set maximum continuation number (10 or 2) (step S709 = YES), the big hit processing is ended there.

(8. Game mode / winning probability changing means)
As already described, in the pachinko machine 1 according to the present embodiment, when the big hit game by “probable big hit” or “short open probable hit” is finished, the game mode from there is changed to so-called “probable change (at high probability)”. (Low probability game mode → high probability game mode). That is, in this case, “1” is set in the above-described game state flag, and thereafter, the internal game state is changed to “probability change”. And while the game mode is “probable”, the lottery probability of the big hit is five times the normal (at the low probability), so the player can continuously win the next big hit with a high probability. ing.

  In this regard, the conventional probability fluctuation type pachinko machine clearly notifies the player whether or not it is “probable big hit” depending on the type of special symbol (decorative symbol) at the time of big hit, In most cases, the player is greatly appealed to the player that it is “probable” by displaying character information such as “”. On the other hand, in the pachinko machine 1 according to the present embodiment, even if it is shifted to “probability change” internally by “probability big hit” or “short open probability change hit”, the internal state at that time is clear to the player. Without being announced (corresponding to notification, notification, teaching, suggestion, transmission, etc.). In addition, since the display patterns by the special symbol display device 60 are diverse (81 ways), the player simply looks at the display mode at the time of stop by the special symbol display device 60 (the combination mode of turning on / off the LED 52). It is difficult to immediately determine whether the “probable big hit” has been assigned, the “normal (non-probable) big hit” has been assigned, or simply “displaced”. Of course, when the “normal big hit” or “probable big hit” is made, the jackpot game is enabled by the operation of the condition device, so that the player can detect that either “big hit” was obtained, but clearly Which “big hit” is not easily recognized.

  In addition to this, in this embodiment, there is a mode of “short opening probability variation hit” in which the big prize opening is performed for 0.3 seconds only twice, and then the game mode is shifted to “probability variation”. However, most players do not notice the opening / closing action of the attacker device 46 at all, or even if they notice it, it is not easy to enter the big winning opening within the opening period of the “short opening probability variation”. If the player happens to be aware of the opening / closing action of the attacker device 46, it can be predicted that it may have been a “short open probability variation hit”. Since “per short opening” in which the opening / closing action is performed also exists in this embodiment, “short opening probable per hit” and “per short opening” are simply determined by focusing on the movement of the attacker device 46 and the related performance action. It is not easy to determine.

(9. Features of one embodiment)
In summary, the following features are found in the game in the pachinko machine 1 of one embodiment.
(1) Even if it is a “big hit” for the first time in a normal game mode (at low probability), just seeing the special symbol when the special symbol is stopped will give the player a “normal big hit” Therefore, it is not easy to determine whether it is a “probable big hit”. After that, the special symbol variation display mode (variation time, etc.) is the same (or may be approximate) in the normal state (low probability) and the probability variation state (high probability). It cannot be determined that the player is “probably changing” even when viewing the fluctuation display. Therefore, the player can maintain a high sense of expectation and willingness to play the next “big hit” while expecting that the game mode has shifted to “probability change” after the big hit game has ended. In addition, in the specification of the pachinko machine 1, in view of the fact that the distribution rate of “probable big hit” is 12/16 and the distribution rate of “normal big hit” is 2/16, in many cases, “ It is easy to expect that it has shifted to “Changing”.

  (2) In addition to “probable big hit”, there is a possibility that the game state may shift to “probable change” triggered by “short open probable hit”, so that the player can perform an opening / closing action of the attacker device 46 and a related production operation. If you notice, even if you haven't paid a big hit yet, expecting a transition from normal gaming to “probable change”, and maintaining high expectations and willingness to win a big hit from there be able to.

  (3) However, due to the specifications of the pachinko machine 1, the distribution rate of “short open probability variation” with the operation of the condition device is suppressed to the same level as “normal big hit” (2/16), and it appears as it is The rate is low and the appeal to the player is relatively low. As a supplement to this point, there is a separate “Short Open Per Open” that shows the same behavior as the “Short Open Probability Hit” without opening the condition device (opening / closing action of the attacker device 46 and related stage action). By combining the hit probability (1/128) of the “short open probability variation” and the appearance rate of the “short open probability variation”, the player is given an opportunity to come into contact with either one at a relatively high frequency.

  (4) For this reason, for example, when the player touches the behavior of the opening / closing action of the attacker device 46 and the related production action in a normal game mode (at a low probability), the player is changed to “probability change” by “short open probability change hit”. While expecting that there may have been a transition, it is possible to maintain a high sense of expectation and willingness to play until the next "big hit" is awarded.

  (5) Also, when a player touches an opening / closing action of the attacker device 46 or a related production action at a certain point in time, even if it is actually merely “per short opening”, Since the next opening / closing action and related production action may occur while continuing, the player's expectation for the transition to “probability change” is not easily diminished.

  (6) Or, even if you are not blessed with an opportunity to shift to “probability”, if a player wins a “big hit” even once, expecting to go back to (1) above and shift to “probability” As the feelings come out, the willingness to play will increase further while expecting the next big hit.

  As described above, in the pachinko machine 1 according to the present embodiment, there are few points where the player's expectation and willingness to play are interrupted, and the game is eager for a long time while maintaining a high expectation that a profit such as a big hit will always be obtained. Can work on.

  On the other hand, when a player turns around in the hall, it was traditional to read the condition of the nail adjustment, or to select the table by looking at data such as the number of rotations and number of hits per table. In the specification of the form, there is a new interesting aspect of finding a stand that has been abandoned without being aware that the previous player has entered “probability” internally.

(10. Game mode maintenance / demotion determination process)
As described above, the fact that the game mode shifts to “probable change” for some time is a factor that enhances the interest of the pachinko machine 1, but in this embodiment, another aspect is further elaborated. More specifically, when the game mode shifts to “probability change” internally, for example, a lottery (maintenance lottery) to keep “probability change” triggered by each start winning prize, or from “probability change” to normal A lottery (so-called lottery such as demotion / falling) for whether or not the game mode should be changed is performed (maintenance lottery means, falling lottery means).

  FIG. 13 shows the contents of the game state maintenance / demotion determination process for executing the above lottery. As described above, when the game mode shifts to “probability change”, the main control board 56 executes the processing of FIG. Here, first, a lottery is performed as to whether or not the game mode should be maintained as “probability change” using a random number value acquired in response to the start winning (step S801). Winning probability in the maintenance lottery (on the contrary, in the case of a falling lottery), the winning probability of the person who maintains the game mode is set relatively high, for example, 639/640, with a considerably low probability of 1/640 However, it is not to be lost (on the contrary, in the case of falling lottery, it is won). If it does not fall in the lottery here (NO), this routine is returned as it is, but if it falls in the lottery (YES), “demotion determination” to the normal game mode is made. In the following description, the “game state maintenance lottery” will be described as an example, but in the case of “game state drop lottery”, the above parenthesis should be considered.

  If the lottery is lost in the above lottery, then a loss variation setting process (step S802) is performed. Here, using the value of the random number for variable fluctuation (variable fluctuation counter), for example, the fluctuation time is distributed in three ways according to the table shown in Table 5 below.

  Since the value of the variable fluctuation counter is acquired within the range of 0 to 65535, the normal fluctuation is applied in most cases in this defeat selection fluctuation setting process. As a result, a normal variation timer corresponding to the number of pending start-ups is set with a considerably high appearance rate, so that the player can hardly distinguish from a normal deviation variation, and in particular, the demotion from "probability variation" It is impossible to immediately determine what has been done. In the selection change setting process, a predetermined stop symbol (outgoing display pattern) is also selected.

  When the above-described selection change setting process is executed, “0” is set to the internal game state flag (step S803), and this routine is returned. Thereafter, the game mode flag becomes “0”, so that the internal game mode is pulled back to the normal time.

  With such a specification, even if it shifts to "probability change" once, there is a possibility that it will be a big hit with a high probability by each starting prize from there, conversely from "probability change" with a probability of 1/640 It can be said that there is a possibility of being demoted. Therefore, even if the player is currently expecting a “probable” game mode, he can always play the game while feeling close to the big hit and the risk of falling. Therefore, a thrilling interest is added there.

  Further, in the present embodiment, even when internally demoted or downgraded from “probability change” to a low probability game mode, the information is concealed without being actively disclosed to the outside. As a result, even if the player had previously assumed that the internal game mode was "probable change" and was changed to the normal low-probability game mode, the variation mode and direction of special symbols It is no longer possible to detect this from the contents of the operation.

  In this way, in this embodiment, even if it shifts to `` probability change '' once, there is a possibility that it will win the next `` big hit '', conversely, it will be lost in the maintenance lottery, and from there it will be in the normal probability state It can be said that there is a possibility of being demoted. Based on the possibility of demotion due to such a maintenance lottery, in the present embodiment, the rate of transition to “probability change” at the time of hitting is relatively high (accuracy change in 14/16, non-probability change in 2/16) ), Which increases the player's expectation while avoiding a one-sided advantage for the player over the hall operator.

(11. Production process)
The above is purely the contents of the processing related to the control of the game operation by the main control board 56, but when the sub integrated board 68 receives the control information command from the main control board 56, it executes various effect processes based on this. be able to.

  As already described, the basic game specification of the present embodiment is that “the result of the lottery cannot be easily read simply by looking at the change / stop display of the special symbol”. For this reason, with regard to the rendering process, basically, combinations of decorative symbols (for example, numbers 1 to 10, numbers, characters, pictures, character icons, etc.) associated with special symbols such as those conventionally used in the liquid crystal display device 51, Scroll fluctuations are not displayed. Similarly, since the conventional reach variation display method is not employed for the special symbol, the liquid crystal display device 51 does not perform the reach effect display using the decorative symbol.

  Instead, when the result of the hit determination is “ordinary big hit” or “probable big hit”, an animation image having a series of stories is displayed on the liquid crystal display device 51 before shifting to these big hit games, Then, when some kind of completion (for example, a racehorse wins a domestic race) is seen, it develops into a jackpot game production (for example, the same racehorse runs in an overseas race, etc.). In addition, sound effects and the like are output from the speakers 14 and 36 in accordance with changes in the video.

  In addition to this, when it comes to “Short Open Probability Per Hit” or “Short Open Per Hit”, any related production action (for example, a visual change such as a racehorse changing position to a paddock or entering a start gate) (Changed video) is displayed on the liquid crystal display device 51, and BGM and sound effects are output from the speakers 14, 36.

(11-1. Game effect processing)
Hereinafter, the game effect process in the pachinko machine 1 of the present embodiment will be described in detail.
FIG. 14 shows a basic flow of the game effect process. This game effect process is executed in the sub-integrated board 68 (CPU 68c). Derived from the process here, the other lighting control boards 70 and 72, the waveform control board 74 and the like each process (lamp lighting, liquid crystal display). The drive of the apparatus 51, the drive of the speakers 14 and 36, etc.) are performed.

In this game effect process, a command reception process (step S10d) is first performed, and a control information command is received from the main control board 56 here. Examples of control information commands received by the sub-integrated board 68 from the main control board 56 include the following.
(1) Special symbol variation information command: This is a command corresponding to the value (0 to 65535) of the variable variation random number (variable variation counter) of the special symbol or the number of start suspensions. Based on this command pattern, the sub-integrated board 68 recognizes the variation pattern of the special symbol (for example, the variation time, the number of remaining reservations, etc.).
(2) Special symbol winning information command: a command representing a winning result corresponding to a random number for hit determination. Based on this command pattern, the sub-integrated board 68 recognizes a winning result by special symbol lottery (whether it is a win or a win, what kind in the case of a win).
(3) Game state information command: This is a command corresponding to the game state flag (0 or 1). Based on this command pattern, the sub-integrated board 68 recognizes whether the current game mode is a low-probability game mode or a high-probability game mode.

  Tables 6 to 8 below list command patterns corresponding to random number values of the variable variation counter for the special symbol variation information command of (1) above. Each command pattern in each table is written in the form of “(status) :( mode)”. When the status in the command pattern is “10H”, it is not true whether the lottery result is a win. Regardless of whether or not the variation pattern is set based on the random number value of the variable variation counter.

  Here, the command pattern shown in Table 6 is determined by, for example, the big hit variation setting process (step S404 in FIG. 9), and the command pattern shown in Table 7 is, for example, the short hit per short release. It is determined in the variation setting process (step S403 in FIG. 9). Further, the command pattern shown in Table 8 is determined by, for example, the variable variation setting process (step S304 in FIG. 8).

  On the other hand, Table 9 below lists command patterns corresponding to the number of start suspensions for the special symbol variation information command of (1) above. Therefore, when the status in the command pattern is “11H”, “12H”, or “13H”, this indicates that the variation pattern (normal variation) is set based on the number of start suspensions. The command patterns shown in Table 9 are determined, for example, in the special figure variation setting process A (steps S307 to S309 in FIG. 8).

  Next, Table 10 lists the command patterns corresponding to the winning results of the lottery for the special symbol winning information command (2). Here again, the command pattern in the table is written in the form of “(status) :( mode)”. Therefore, when the status in the command pattern is “18H”, this indicates that it corresponds to the winning result of the lottery, and further, which type of winning is determined by the mode “01H to 05H” at that time. Is identified. The command patterns in Table 10 are determined, for example, in the hit determination (step S301 in FIG. 8) of the special figure variation setting process A.

  Table 11 below lists the command patterns corresponding to each game mode with respect to the game mode information command of (3) above. Similarly, when the status in the command pattern is “19H”, this indicates that it corresponds to the game mode information, and the game mode is determined by the mode “01H” or “02H” at that time. Is recognized. The command pattern in Table 11 is determined from the game state flag at that time, for example, in the information output process (step S205 in FIG. 7) during the game operation process.

  When each control information command is received in the command reception process (step S10d), a stage selection process (step S20d) is executed next. The details of the stage selection process (with A and B) will be described with reference to still another flowchart (FIGS. 18 and 22). Here, for example, among the images displayed on the liquid crystal display device 51, the basic selection is performed. A production scene (stage) is selected. For example, three types of production scenes are prepared. Here, one type of production scene is selected. As already described, in the pachinko machine 1 of the present embodiment, it is not clearly shown to the player whether or not the current game mode is “probable change”, but instead, what happens to the internal game mode through the effect image? It leaves room for players to explore and guess whether they are. For this reason, in the stage selection process, it is possible to remind the player that there has been a change in the game mode by appropriately changing the production scene according to the internal game mode change or the progress of the game, You can change your eyes.

  If a basic effect scene is selected in the stage selection process (step S20d), then a mode latent effect process (step S30d) is executed. In this mode latency effect process, in addition to the basic effect screen display, an additional effect of content related to which of the current game modes is performed is performed. The details of the mode latent effect process will also be described later using another flowchart (FIG. 23).

  Subsequent to the above-described mode latent effect process (step S30d), a variable effect process (step S40d) is executed. In this variation effect process, for example, in accordance with the operation of the stop display from the start of the variation of the special symbol, an effect of the content related thereto (for example, an effect using a continuous moving image) is performed. As already described, in the pachinko machine 1 according to the present embodiment, the liquid crystal display device 51 does not perform a fluctuating effect, a reach effect, or the like using a decorative symbol, and there is a conventional way of expressing the symbol lottery process in an attractive manner. There is no. Instead, on the liquid crystal display device 51, for example, an animation image or the like having some change is displayed in accordance with the change of the special symbol, and the winning result of the lottery, the winning type, etc. are produced depending on the content of the change. It is something that is expressed. This variation effect process will also be described in detail using another flowchart (FIG. 29).

  In the remaining display processing (step S50d), specific production control commands are generated and transmitted from the sub-integrated board 68 to the illumination control boards 70 and 72, the waveform control board 74, and the like. In response, the liquid crystal display device 51, the various lamps 76 and 78, the speakers 14 and 36, etc. are actually driven.

(11-2. Stage selection process)
Here, the meaning of “stage” used in the rendering process of this embodiment will be clarified. The “stage” in the rendering process of the present embodiment is for identifying a basic concept / theme of a rendering scene displayed as a normal image on the liquid crystal display device 51. While coming into contact with the production scene, the game progresses with a sense of conceptual content such as concepts and subject matter.

  For convenience, “Stage a” represents the stage where the racehorse is grazed, “Stage b” represents the stage where the racehorse is trained, and the racehorse refrains from running in the paddock. It is mainly classified into three types as “stage c” that represents a certain production scene. However, each “stage a to c” has some meaning in proceeding with the game. Specifically, the “stages a to c” have the following meaning depending on the importance of ideas generally extracted from each “stage a to c”. It suggests whether the probability of winning the big hit is high or low (so-called reliability). Hereinafter, a specific example will be described in each of “stages a to c”.

  FIG. 15 shows an example of a basic image displayed when “stage a” is selected as the effect scene. In this example, a comical racehorse is grazed on an idyllic pasture (for the sake of convenience, horse equipment is not removed so that it can be easily understood that it is a racehorse). . The racehorse depicted here has the same design as the character body 42a of the center actor 42, and is a character that becomes the central presence (main character) of the game concept in the pachinko machine 1.

  Next, FIG. 16 shows an example of a basic image displayed when “stage b” is selected as the type of effect scene. In this example, the racehorse is trained (for example, training to climb a slope). FIG. 17 shows an example of a basic image displayed when “stage c” is selected as the type of effect scene. In this example, a racehorse is drawing around the paddock in preparation for the race. The subsequent effects (mode latent effect processing, variation effect processing, etc.) are all developed from the basic “stages a to c”.

  As is clear from each stage of “stages a to c” illustrated above, “stage a” extracts a relatively gentle idea as a racehorse's daily life, freed from the tension of the race. A peaceful atmosphere is created. Therefore, in general, a player who is in contact with the production scene of “Stage a” tends to receive an impression as if there is a little time until the big hit.

  From the next “stage b”, an intermediate concept in which the racehorse is in training toward the race start is extracted. For this reason, in general, a player who comes into contact with the stage “stage b” tends to have a sense of expectation as if he is gradually approaching a big hit or is not far from the big hit.

  And from “Stage c”, a tense idea before the race starts, which is the main part of a racehorse, is extracted, so in general, a player who is in contact with the stage of “Stage c” is finally close to the big hit There is a tendency to have a sense that the expectation and excitement that the probability of jackpot is high (being probable) is mixed.

  In this way, since the player's impressions and sensations are different for each stage of “stages a to c”, any “stages a to c” appear in the stage displayed during normal gaming. It can be said that the size of the player's expectation varies depending on whether or not “is selected”. In view of this point, in the stage selection process, “stages a to c” are selected with a certain degree of relevance to the current internal game mode.

  Considering simply, “Stage a” that gives an impression far from the big hit is likely to be selected with high frequency when it is in a low-probability game mode, and conversely, “Stage c” near the big hit is a high-probability game mode In this case, it is natural to select an aspect that is likely to be selected with a high frequency when it is in the range (during probability change). In addition, it can be said that the intermediate “stage b” is naturally selected in a certain frequency regardless of the game mode. For this reason, the selection criteria based on the above-mentioned natural concept is basically applied also in the stage selection process.

  On the other hand, if the current game mode is simply fixed and associated with the “stages a to c” selected at that time, the player clearly knows which game mode is selected. For this reason, in this embodiment, for example, in the case of a high-probability gaming mode, even if the “stage c” corresponding to the mode is selected, if a certain opportunity comes, the “stage” is re-selected and the “stage” is re-selected. ", That is, the stage shift is generated in the production.

  FIG. 18 specifically shows the contents of the stage selection process A performed in the above stage selection process (step S20d). Here, it is determined whether or not an opportunity to switch the production scene (stage transition opportunity) has come (steps S201d to S204d). As an opportunity to switch the production scene, for example, when the high-probability game mode is lost in the mode maintenance lottery performed by the main control board 56 and the game mode is demoted internally (step S201d), the value of the variable fluctuation counter is When the command pattern when less than 1024 is received (step S202d), when the stage transition condition uniquely determined by the sub-integrated board 68 is satisfied (step S203d), or when the stage integration mode shifts in the sub-integrated board 68. This is one of the cases (step S204d) (all are YES). Of these, the internal game mode demotion determination (step S201d) and the command pattern determination (step S202d) can both be performed based on the command pattern received from the main control board 56. For other stage transition condition determination (step S203d) and stage selection mode transition determination (step S204d), each sub-integrated board 68 has its own determination material. Alternatively, in step S201d, it may be determined whether or not the above “short opening probability change per hit” or “short open per hit” is won.

  In either case, since stage reselection (step S205d) is performed, if a stage of a type different from the current state is selected there, an effect in which the production scene is switched to another stage, that is, the stage transition on the production is performed. appear. However, when the same stage as the current state is simply selected repeatedly, there is no particular change in appearance.

  Table 12 below shows a stage selection table (selection criterion 1) used when the internal game mode is demoted (step S201d = YES). The values in the table represent the probability (sorting rate) that each “stage ac” is selected as the stage transition destination.

  A characteristic of the distribution ratio shown in Table 12 is that each of the “stages a to c” can be easily selected with an almost equal frequency. For this reason, for example, if “Stage c”, which has a high probability game state internally and is strongly related to it, is currently selected, if it falls to a low probability game mode, the distribution rate is 67%. In this case, a transition to another “stage a, b” occurs, but “stage c” may be reselected at a distribution rate of 33%. Therefore, even if the game mode is demoted internally, the stage transition does not always occur in the production, and the player may continue the game without noticing the change of the internal game mode at all.

  It should be noted that the stage selection table in Table 12 can also be used when selecting an effect scene (so-called initial screen) to be displayed first when the sub-integrated board 68 is initialized by turning on the power of the pachinko machine 1. For example, the pachinko machine 1 is normally in a low-probability gaming mode when a hall is opened, but in the stage selection table shown in Table 12, each “stage a to c” is selected with a substantially equal distribution rate. It is possible to randomly change the initial production scene every time. In this case, the player can select a table based on various judgments while comparing the initial screen for each table. Of course, without using such a method, the initial production scene in the pachinko machine 1 may always be the same type (for example, “stage a”).

  Table 12 is a stage selection table that is applied when the game mode is demoted internally, but another stage selection table is applied in other cases (steps S202d to 204d). Specifically, when re-selecting a stage, different stage selection tables are applied when the game is internally in a low probability game mode and in a high probability game mode. The stage selection table has a tendency that a stage related to the game mode is easily selected.

  Furthermore, in the present embodiment, specifications are provided in which the sub-integrated board 68 stays and shifts to a plurality of “stage selection modes” in the rendering process. Here, two stage selection modes A and B are set for each of the low probability game mode and the high probability game mode, and a separate stage selection table is prepared for each of these modes A and B. The sub-integrated board 68 stays in one of the stage selection modes (low probability mode A, low probability mode B, high probability mode A, high probability mode B) when executing the rendering process, and further, predetermined The mode transition is performed when the transition condition is satisfied.

  Tables 13 and 14 below show examples of the stage selection tables (selection criteria 2 and 3) used in the low probability game mode. Of these, the table in Table 13 is applied when the sub-integrated board 68 stays in the “low probability mode A”, and the table in Table 14 applies when the sub integrated board 68 stays in the “low probability mode B”. The

The following tendencies are evident from Tables 13 and 14.
(Trend 1) While staying in “low-probability mode A, B”, “stage a” where the player's expectation is generally low is likely to be selected with a relatively high probability (frequency).
(Trend 2) When switching from “low-probability mode A” to “low-probability mode B”, the same stage as the current situation is likely to be selected, or the player ’s expectation level is conceptually high The probability (frequency) that “c” is selected increases.
(Trend 3) However, while staying in “Low Probability Mode B”, if “Stage c” is currently selected, another “Stage a, b” is always selected as the next transition destination. Although it is easy to select “stage c”, it can be said that the stage of “stage c” is difficult to continue.

  Next, Table 15 and Table 16 below show examples of the stage selection tables (selection criteria 4 and 5) used in the high probability game mode. Of these, the table in Table 15 is applied when the sub-integrated board 68 stays in the “high probability mode A”, and the table in Table 16 applies when the sub-integrated board 68 stays in the “high probability mode B”. The

The following tendencies are evident from Tables 15 and 16.
(Trend 4) While staying in “High-probability mode B”, “Stage a to c” is the next with an almost equal ratio (frequency) regardless of which of “Stage ac” is currently selected. It is easy to be chosen as a destination.

  (Trend 5) When “high probability mode B” is switched to “high probability mode A”, when “stage c” is currently selected, another “stage a, b” is always used as the next transition destination. Therefore, it is difficult to continue the stage of “Stage c”, and this point is the same as in the above-mentioned (Trend 3) “Low probability mode B”.

  Further, comparing Table 14 and Table 15, the probability (frequency) that “stage a, b” is selected in both “low-probability mode B” and “high-probability mode A”. , The content is partially duplicated. For this reason, the stage selection table is understood to have partially duplicated contents even though the tendency is different between the low probability game mode and the high probability game mode. .

  This kind of stage selection table provides materials that allow players to explore and infer internal game modes from the tendency of stage transitions to be made during production, while making it difficult to make a simple decision. Seasoning of processing is made.

  Note that the stage transition condition is satisfied in the determination in step S203d when, for example, a winning lottery performed on the sub-integrated board 68 is won. The sub-integrated board 68 performs random lottery based on a certain probability (1/64 in the low probability game mode and 1/26 in the high probability game mode) for each game mode, and the stage transition condition is satisfied in the case of winning. Judge that In addition to this, the stage transition condition may be determined for the reason of the production process, for example, the case where the same “stage” continues for a certain time or more, or “stage” which is conceptually different from the internal game mode ”Continues (when“ stage c ”continues for a long time even though it is a low-probability game mode), or when a certain break is seen in other effect processing (when a series of effect stories are completed by variable effect processing) ) Etc., it is determined that the stage transition condition is satisfied.

  In addition, when the production scene is switched by stage transition on the actual screen, for example, a transition opportunity screen is displayed in between. FIG. 19 shows an example of a transition opportunity screen displayed when “stage a” is selected as the next transition destination. In the transition opportunity screen of FIG. 19, for example, when “stage b, c” has been selected up to that point and another production scene (FIG. 16, FIG. 17) has been displayed on the screen, next, “stage a” It is displayed as an eye catcher in the interval until it is switched to the production scene (FIG. 15).

  Similarly, FIG. 20 is a transition opportunity screen to “stage b”, and FIG. 21 is a transition timing screen to “stage c”. In addition, in the transition opportunity screens of FIGS. 19 to 20, the race type (for example, “GIII”, “GII”, “GI”, etc.) that the racehorse is scheduled to start is displayed as character information. It expresses that the degree of expectation for jackpots varies depending on the difference in importance and case.

  FIG. 22 shows the specific contents of the stage selection process B. Here, it is determined whether or not the mode transition condition is satisfied (step S210d). When the mode transition condition is satisfied (YES), the stage selection mode transition is performed (step S211d). When the mode transition is performed as described above, the stage reselection is performed in accordance with the mode transition. Therefore, it is assumed that the mode transition condition is mainly satisfied when some change occurs in the progress of the game. .

  Specifically, the mode transition condition is broadly satisfied by any one of “after big hit (or short open probability change hit)”, “after short open hit”, or “when the internal game mode is demoted”. When any change occurs in the progress of the game, the stage selection mode is reassigned at a constant distribution rate on the sub-integrated board 68. For “after big hit (or short opening probability change hit)”, different allocation rates are applied according to the type of hit at that time, that is, the type when the special symbol is stopped (shown in FIG. 4).

  Table 17 below shows a list of distribution rates in the stage selection mode.

  As is clear from Table 17, even after the same big hit, the allocation rate differs depending on whether the probability variation symbol or the normal symbol, and the allocation rate varies more finely among the probability variation symbols. In particular, when it is easy to distinguish the “probable big hit” from the stop pattern of the special symbol (so-called probabilistic iron plate symbol), it is assigned to the “high probability mode B” with the highest probability. The probability (frequency) of selecting “stage c” increases. In this case, if the player is convinced that it has entered “probability” from the stop pattern of the special symbol, the probability of touching the production as expected (so-called “hot production”) will increase, Can play games more eagerly.

  On the other hand, if it is a probability variation symbol or a short open probability variation symbol, there is a high probability that it will be assigned to “mode A at high probability”, and as a result, the trend of the stage transition destination approximated to “mode B at low probability” It becomes. In this case, it becomes difficult to easily distinguish the game mode from the subsequent effects, and the player can continue playing the game while being stimulated by the search.

  Note that it is only after the big hit that the mode is changed due to the big hit, and the effect during the big hit game is developed without changing the stage displayed in the past. This makes it easier for players to sensuously accept that they have entered “big hit game” from the flow of production so far, and conversely, by switching the stage on the production after the end of “big hit game (round)” So you can make some breaks there. However, even if the player makes a break after the “big hit game”, “stage c” may be selected suddenly in the subsequent production, so the player may “aim for the next big hit”. With this expectation, you can continue to play games eagerly.

  In addition, another transition condition can be set in the determination in step S210d. For example, when the user stays in the same mode for a certain period of time or when a unique mode transition lottery performed on the sub-integrated board 68 is won. In these cases, for example, on the screen, a short production is performed with a special production scene different from “stages a to c” (a character different from the racehorse appearing) between them, and then the destination An aspect in which an effect process that is switched to a stage may be performed.

(11-2-1. Summary of stage selection process)
In the present embodiment, the following advantages are obtained by executing the above-described stage selection processing (FIGS. 18 and 22), for example.

  (1) Since the effect image (stage image) of the liquid crystal display device 51 that is relatively easy for the player to change is changed at a certain frequency, the stage is frequently changed as the player continues the game for a long time ( Stage switching) occurs as an effect, thereby changing the player's eyes, refreshing the mood, and reaffirming the willingness to tackle the game.

  (2) The contents expressed by the images of each “stage a to c” are all conceptually different, and the degree of importance, urgency, tension, and the like of the concept extracted therefrom are large and small. Can give players different impressions and emotions. For this reason, the player captures the pachinko machine by associating the conceptual content extracted from the “stages a to c” with the current internal game mode (low probability game mode or high probability game mode). You can increase your sense of expectation while guessing the internal game mode of the game. Furthermore, when the player selects a table in the hall, the player can turn around based on the currently displayed “stage” screen.

  (3) Moreover, in the present embodiment, not only the contents of the currently selected “stages a to c” but also the frequency (priority level) of each “stage a to c” and the transition pattern thereof (for example, The difference between “stage a” to “stage b” or “stage c”) is also a material for determining the internal game mode. For this reason, even if “Stage a (grazing stage)”, which is not so tense at present, is selected, it may be shifted to “Stage c (paddock stage)” where the tense feeling increases. This suddenly increases the player's expectation.

  (4) Stage transitions may be triggered by winning results such as “Short Open Profit Per Change” or “Short Open Profit Per Change”. If the player notices that the attacker device 46 has been activated, a stage transition (switching to “stage c”) may further occur on the screen of the liquid crystal display device 51 accordingly. In this case, the player can continue to maintain the game motivation for the next winning, expecting that the player has shifted to “probability change” internally.

  (5) However, the conceptual content of the selected “stages a to c” and the internal game mode at that time do not always coincide (or correspond). It is not easy to detect the current game mode from the contents of the “stage”. Therefore, the player is more and more inquisitive, which adds new fun to the pachinko machine.

  (6) In the stage selection table, “stage a (grazing stage)” that is easy to select in the low probability game mode and “stage c (paddock stage)” that is easy to select in the high probability game mode are distinguished. However, it may shift to “Stage a (grazing stage)” when in high probability game mode, or it may shift to “Stage c (paddock stage)” when in low probability game mode, “Stage b (Training stage)” that is easy to select in both cases is set, so it is difficult to distinguish between low accuracy and high accuracy from the tendency of stage transitions, thereby realizing a deeper content. Is done.

(11-3. Mode latent production processing)
FIG. 22 shows specific contents of the mode latent effect process. Here, it is first determined whether or not the high-probability game mode is based on the game mode information command (step S301d). At this time, if the command pattern represents a high-probability gaming mode (YES), and if not (NO), the subsequent processing contents are different.

  For example, if the game mode is a low-probability game mode, only a single production (production by an additional image) is performed each time the special symbol changes, but in the case of a high-probability game mode, In addition to the above-mentioned single effects, the same effects may be continuously performed up to four special figure fluctuations (hereinafter referred to as “continuous effects”). Such a “continuous effect”, when the period from the start of the change of one special symbol to the start of the next change is considered as an effect period for one time, effects of the same content are continuously performed over a plurality of effect periods. It is possible to guess that the game mode may be a high-probability game mode that is advantageous to the player by contacting the “continuous production” during the game.

  The “continuous effect” is realized through logic using, for example, a continuous effect flag and determination of a mode value set for each effect content. These continuous effect flags and mode values are distributed according to random numbers uniquely acquired by the sub-integrated board 68 and stored in a predetermined storage area (on the RAM).

  First, when it is determined in the mode latent effect process that the game mode is a high probability game mode (step S301d = YES), it is then determined whether the continuous effect flag is “0” (step S302d). The continuous effect flag used here is for determining whether or not to perform the above-mentioned “continuous effect” and further, for how many effect periods the “continuous effect” should be performed. Therefore, if the value of the continuous effect flag is “0”, it means that “continuous effect” is not performed, and conversely, if the value of the continuous effect flag is other than “0”, it means “continuous effect”. "Is performed, and the number of" continuous effects "(for example, 1 to 4 times) is defined by the flag value at that time. Here, although referred to as a “flag”, since the continuous effect flag has a concept of the remaining number of times, it is actually preferable to use a subtraction type count value.

  If a value is not yet stored in the continuous effect flag (step S302d = YES), after the mode value in the mode storage area is cleared in the next step S303d, an effect lottery is performed on the sub-integrated board 68 and the winning result is determined. Is discriminated (step S304d). Here, a lottery is performed to determine whether or not a mode latent effect should be performed with a lottery probability (for example, 1/8) in the case of a high probability game mode. A value is determined (step S305d).

  Table 18 below shows a continuous effect number distribution table for determining the value of the continuous effect flag. In step S305d, for example, one of the values “01” to “04” is stored in the continuous effect flag based on a random value (0 to 255) uniquely acquired in the sub integrated board 68, for example. As shown in the rightmost column in the table, the values “01” to “04” of the continuous effect flag respectively correspond to the number of executions of “continuous effect” (1 to 4 times).

  When a value is stored in the continuous effect flag, the mode value in the mode storage area is then determined (step S306d). Note that the process of actually assigning and storing the mode value is performed in subsequent steps S307d and S309d. In the previous step S306d, from the results of steps S308d and S309d executed in the past, It is determined whether or not a mode value is stored in the mode storage area (mode value = 0?). If the mode value is not stored at this time (= 0), the process proceeds to step S307d, where the production contents are distributed.

  Table 19 below shows an effect distribution table used in the case of the high probability game mode. In this effect distribution table, for example, a mode value in the middle column is assigned based on a random value (0 to 255) uniquely acquired in the sub integrated board 68.

  Further, when the mode value is determined from Table 19, the content of the effect using the additional image displayed on the liquid crystal display device 51 is determined accordingly. For example, when “01” is assigned to the mode value, an effect image having a content such as “a light wind blows” is displayed on the screen in addition to the effect scene displayed on the liquid crystal display device 51. For this reason, in the case of “Stage a” above, only the racehorses that are grazing have been displayed on the screen until then (see FIG. 15), but there is an additional image of the content “Blowing a weak wind” there. Since it is displayed, an effect that an apparent change appears is obtained.

  In the next step S308d, it is determined whether or not the mode value is less than 20. In the present embodiment, for example, a mode value of less than 20 is positioned as an effect content used in “continuous effect”, and conversely, 20 or more are distinguished as a single effect content. If the mode value is less than 20 (step S308d = YES), it is stored in the mode storage area in the next step S309d. The stored mode value is carried over to the next special figure change (production period) and can be used continuously in the next production period.

  In the effect execution process (step S310d), the mode latent effect is executed according to the effect contents corresponding to each of the currently stored mode values or 20 or more mode values determined in the effect distribution table. Therefore, when a mode value of less than 20 has been stored by the last special figure change (production period), the production content represented by the mode value is repeatedly executed, thereby performing “continuous production”. It has become. On the other hand, a mode value of 20 or more is not stored, and is discarded once it is used for the effect of one special figure change (effect period).

  Further, when the effect execution process (step S310d) is executed, the continuous effect flag is subtracted once. Since the number of “continuous effects” is determined by the value of the continuous effects flag at that time, even if a mode value less than 20 is stored, the value of the continuous effects flag becomes “0” (step S302d). = YES), the mode value is cleared there (step S303d).

  Even if the continuous effect flag becomes “0”, if the effect lottery has not been won (step S304d = NO), the mode value has already been cleared, and thus no special effect is performed in step S310d. This routine returns.

  Next, processing when the game mode is a low-probability game mode will be described. If the command pattern received by the sub-integrated board 68 does not represent a high probability game mode (step S301d = NO), then in step S311d, an effect lottery in the case of the low probability game mode is performed. This effect lottery is performed with a higher probability (for example, about one-fourth) than in the case of the high probability game mode, and when it is won, the effect in the case of the low probability game mode is performed.

  If the effect lottery is won (step S312d = YES), it is determined whether or not a mode value is stored in the mode storage area (step S312d). If the mode value is not stored (YES), next, in step S314d, effect distribution in the case of the low probability game mode is performed. Table 20 below shows an effect distribution table used in the case of the low probability game mode.

  In the effect distribution table at the low probability shown in Table 20, mode values less than 20 are allocated more than the previous effect distribution table at the high probability (mode values 03 and 04). Instead, in this effect distribution table, the allocation of mode values of 20 or more is less than that at the time of high probability.

  When the content of the effect is determined by the mode value assignment, the process is merged with the process (step S308d) in the case of the high-probability game mode described above, and it is determined whether or not the mode value is less than 20. The reason why such logic is incorporated is to realize the possibility that the same content is continuously performed not only in the case of the high probability game mode but also in the case of the low probability game mode. In other words, the above "continuous production" is a process that is unique to the high-probability game mode, but if the logic is fixed so that the continuous production is performed only in the case of the high-probability game mode in appearance. , The player who is watching the contents of the production is overlooked in the internal game mode, and is not interesting. For this reason, in this embodiment, even in the case of low-probability gaming modes, a logic in which single effects appear continuously appears in appearance, and as a result, it has succeeded in making it difficult to distinguish from “continuous effects”. is doing.

  Thus, for example, when “02” is assigned to the mode value according to the low-probability effect distribution table in Table 20, the determination in step S308d is affirmed (YES) and the mode value “02” is stored in the mode storage area ( Step S309d). In this case, in the current performance execution process (step S310d), an additional performance of “one butterfly flying” with the content corresponding to the mode value “02” is performed, but the mode value “02” assigned here is the next time. It will be carried over until the special map change (direction period).

  Thereafter, when the effect lottery in the case of the low-probability game mode is won in the next effect due to the special figure fluctuation (step S311d = YES), the mode value has already been stored, so the determination in step S312d is negative (NO). Is done. In this case, since the mode value “02” stored in the mode storage area is applied in the current production, an additional production of “one butterfly flying” having the same content as the previous time is performed.

  When the above processing is performed, it is perceived by the player that the same production has occurred continuously in appearance. For this reason, it is difficult to simply distinguish from the “continuous production” performed only in the case of the high-probability gaming mode, which strongly stimulates the player's imagination and exploration.

  In the case of the low-probability game mode, if the selection is lost in the effect lottery (step S311d = NO), the mode value stored at that time is cleared (step S314d). For this reason, the same effects appear in succession only when the mode value of less than 20 is stored in advance and the effect lottery is continuously won. However, when comparing the probability of production lottery, the low probability game mode (1/4) is set to be about twice as high as the high probability game mode (1/8). In the case of the low-probability game mode, effects are generated with a relatively high frequency. Furthermore, since the effect distribution table at the low probability has many mode values less than 20 than at the high probability, it can be said that the frequency of storing the mode values is high. As a result, in this embodiment, even in the case of the low probability game mode, a single appearance appears continuously, and as a result, it is difficult to distinguish from a “continuous effect”.

  The above is the specific content of the mode latent effect process. Next, an explanation will be given with an example of an image displayed on the liquid crystal display device 51. In the following example, it is assumed that the above “stage a” is selected as a basic performance scene.

(11-3-1. Common for high and low probabilities)
24 and 25 show examples of effect images that are displayed in common for the high probability game mode and the low probability game mode. First, in FIG. 24, in addition to the racehorses displayed in the basic effect scene, the effect content (mode value = “02”) indicating that “one butterfly flies” is displayed as an additional image. In actual performance processing, “butterfly” displayed as an additional image at this time appears from the right side of the screen, for example, and is displayed as a moving image while jumping around the racehorse.

  Further, in FIG. 25, in addition to the racehorse, the effect content (mode value = “29”) of “joining two horses” is displayed as an additional image. These two “horses” appear from both sides of the screen, for example, and are displayed in a moving image while slowly turning around the racehorse. Although only an example of an image is shown here, sound effects and the like are output in accordance with the movement of the image in an actual performance.

  The example of the effect image shown in FIGS. 24 and 25 continues to be displayed until the next change is started, for example, when it is displayed together with the start of the change of the special symbol. Although not particularly illustrated, other examples of effect images that are common at the time of high probability and low probability include the above-mentioned “weak wind blows” and “strong wind blows”.

  The effect image example of FIG. 24 is the target of “continuous effect” in the high-probability game mode, and therefore this effect image example is continuously displayed for the number of times of variation corresponding to the value of the continuous effect flag (01 to 04). Will be. However, when the example of the effect image of FIG. 24 is selected in the low probability game mode, the mode value “02” corresponding to this is stored in the mode storage area, so even in the low probability game mode, the effect lottery continues. If you win, you will continue to display continuously across multiple changes. For this reason, it is discriminated whether the effect image example of FIG. 24 is displayed continuously in appearance, whether it is due to the “continuous effect” at the high probability, or it happens to be continuous at the low probability. Is not easy.

  After that, in the state where the effect image example of FIG. 24 is displayed, if the continuous effect flag becomes “0” in the case of the high probability game mode, or if it is lost in the effect lottery in the case of the low probability game mode, Since the mode value is cleared, the additional image is deleted in the subsequent effect execution process (step S310d).

(11-3-2. Low probability)
26 to 28 show examples of effect images displayed in the low probability game mode. First, in FIG. 26, in addition to the racehorses displayed in the basic effect scene, the effect content (mode value = “03”) indicating that “one bee is flying” is displayed as an additional image. Similarly, the “bee” displayed as the additional image appears from the left side of the screen, for example, and is displayed as a moving image while flying around the racehorse. Similarly, in FIG. 27, in addition to the racehorse, the effect content (mode value = “27”) of “three bees flying” is displayed as an additional image.

  In FIG. 28, in addition to the racehorse, the effect content (mode value = “04”) of “one horse joins” is displayed as an additional image. This “horse” appears from the right side of the screen, for example, and is displayed as a moving image while slowly turning around the racehorse. In the effect image example of FIG. 28, since the corresponding mode value is less than 20, there is a possibility that it is continuously displayed in the low-probability game mode.

(11-3-3. High probability)
Although not shown in particular, examples of effect images that are displayed only in the case of a high-probability gaming mode are “fireworks are launched” and “Hakuba joins” shown in Table 19 above. There is also a case where “UFO appears”. These effects are positioned as so-called “premium” effects because the appearance rate (distribution rate) is set very low (about 1/256 to 2/256). When these premium effects are displayed, it is determined that they are high-probability gaming modes alone, so that the player's expectation is finally realized just by touching the premium effects, and motivation for lively games will also increase. become.

  As described above, in the present embodiment, the internal game mode cannot usually be easily discriminated from the effect image, but instead, an effect (so-called “iron plate image”) for determining that the game mode is a high-probability game mode. ) May also appear, adding an interesting aspect different from the original gaming purpose, such as witnessing a premium performance for the player.

(11-3-4. When internal game mode is demoted)
In the case of a high-probability game mode as described above, “continuous production” is performed, but before the continuous production flag becomes “0”, it is lost in the mode maintenance lottery, and in the middle of “continuous production”, the low-probability game mode is entered. It can also fall. For example, it is assumed that the “continuous effect” is performed using the effect image example of FIG. 24 (“one butterfly is flying”). If the value of the continuous performance flag at this time is “03”, the mode value “02” is carried over in the logic, so that the remaining three special figures will change as long as the high-probability game mode continues. Until then, “continuous production” is scheduled to continue.

  If the internal game mode is demoted in the middle of this, the determination result of step S301d will be reversed (YES → NO) on the logic, but even in this case, the present embodiment continues to produce effects. An image can be displayed. For example, if the logic is rearranged so that the determination in step S302d is executed prior to step S301d in FIG. 23, the stored mode value “02” is used until the continuous effect flag becomes “0”. Then, the effect execution process (step S310d) can be performed as it is. In this case, since the same effect image is displayed as if nothing happened, it is difficult to detect that the internal game mode has been demoted or dropped due to the change in the effect screen.

(11-3-5. Summary of the mode latency production process)
In the present embodiment, for example, the following advantages are produced by executing the above-described mode latent effect process (FIG. 23).

  (1) As shown in each of the distribution tables in Tables 19 and 20, in this embodiment, each performance mode (mode value and content of an additional image corresponding to the mode value) is a low probability game mode or a high probability game mode. These are classified and associated with either one (first type effect mode, second type effect mode). Accordingly, there is still room for the player to guess the current internal game mode from the type of additional image displayed by carefully observing the performance modes one by one.

  (2) However, there is a partial overlap (for example, mode values 01, 02, 28, and 29) in the high-probability effect distribution table (Table 19) and the low-probability effect distribution table (Table 20). In some cases, additional images that are common to both cases are displayed, so it is not easy to guess the game mode with the hint of the production action. Therefore, the player is attracted more and more interested in the production operation, and thereby, it is possible to suppress the decrease in the game motivation for a long time.

  (3) Furthermore, in this embodiment, a specification for a continuous effect (the same additional image continues to be displayed over a plurality of fluctuations) that is performed only at a high probability is prepared. It is possible to increase the expectation that a person may “be surely changing (high probability)” (so-called “hot production”).

  (4) However, some production contents (less than the mode value 20) may be displayed continuously by chance even at a low probability, so additional images with the same contents are simply displayed continuously. Just because it does not immediately represent a “probable change”. For this reason, the player expects a “probable change” by touching the appearance hidden effect by continuous additional images, but on the other hand, it may be a low-probability effect (so-called “gase effect”). After that, you can continue the game.

(11-4. Fluctuation effect processing)
FIG. 29 specifically shows the contents of the variation effect process. In the present embodiment, for example, some effects are performed in synchronization with the variable symbol display, but it is not always necessary to synchronize with the special symbol.

  The content of the change effect process is, for example, a movie-like effect display along a series of stories in accordance with changes in special symbols, and is actually displayed as an effect scene on the screen of the liquid crystal display device 51. Based on the existing image, some video is added and displayed, or the screen is switched and the story is developed. In the following example, it is assumed that the above “stage a” is selected as a basic performance scene.

  In the variation effect process, it is first determined whether or not the lottery result of the special symbol is “big hit” (step S401d). This determination is made based on the special symbol winning information command (18H: 01H to 05H). If the lottery result of the special symbol is “big hit (normal big hit, positive chance big hit) (YES), proceed to big hit presentation mode setting process (step S402d), other than“ big hit ”(short open positive change per short open hit, off) If it is (NO), the process proceeds to the non-hit effect mode setting process (step S403d).

(11-4-1. Non-hit effect mode setting process)
In the non-hit effect mode setting process (step S403d), based on the value of the variable effect counter acquired independently in the sub-integrated board 68, whether or not to execute the variable effect itself is determined. The lottery probability (effect appearance rate) differs depending on the mode of the special symbol variation information command at that time. Specifically, when a relatively short variation time is set due to the normal variation of the special symbol, the lottery probability is set low, and the longer the variation time is set, the higher the lottery probability is set. Has been.

  For this reason, when a special design lottery is deviated, an effect is not performed in accordance with all the symbol variations, and sometimes the effect does not appear at all. As a result, the player can avoid such a problem that an effect unrelated to the big hit is shown every time as in the conventional case. On the other hand, since the non-big hit effect mode setting process is also applied to the case of “short open probability variation hit” and “short open hit hit”, even if these benefits are actually granted, simply It is a specification that makes it difficult for the player to detect that it is “per short opening probability change” or “per short opening” just by looking at the contents of the performance.

  Table 21 below shows the production mode distribution table 01 used when the mode represented by the special symbol variation command is “01H” or “02H”. The leftmost column in the table represents the range of the counter for variation effect (0 to 255), and the counter value acquired in the sub integrated board 68 is 0 to 31 (32/256 = 1/8). The mode value (01 to 03) defined in the middle column of the table is assigned based on the counter value at that time.

  FIG. 30 shows an example of an effect image representing the effect content corresponding to the mode value “01” in Table 21. In FIG. 30, in addition to the basic production scene (a racehorse while grazing), the production content having a series of stories “light trucks are running and passing” as an additional image (moving image) is partway through. It is displayed. In actual performance processing, the “light truck” displayed as an additional image at this time appears from the left side of the screen, for example, and is displayed as a moving image so that the back of the screen (behind the racehorse) crosses from left to right. .

  FIG. 31 shows an example of an effect image representing the effect contents corresponding to the mode value “02” in Table 21. In FIG. 31, in addition to the basic production scene, the production content having a series of stories that “the light truck runs and stops once,” as an additional image (moving image) is halfway ( (Up to where it stopped)

  FIG. 32 shows an example of an effect image representing the effect contents corresponding to the mode value “03” in Table 21. In FIG. 32, in addition to the basic production scene, as an additional image (moving image), “a light truck runs, stops once, a person gets off the car and talks with someone, but it goes.” The contents of the production having a series of stories are displayed halfway (up to the place of conversation).

  The examples of effect images shown in FIGS. 30 to 32 are displayed, for example, within the time from the start to stop of the special symbol change. In the special symbol variation pattern command, the mode “01H” and “02H” differ in the number of seconds of the variation timer (6500 ms or 8500 ms). However, in the production contents corresponding to the mode value “03”, “who is a person?” It is possible to adjust the production time. Although only an example of an image is shown here, sound effects and the like are output in accordance with the movement of the image in an actual performance.

  Subsequently, Table 22 below shows an effect mode distribution table 02 used when the mode represented by the command pattern at the time of deviation variation is “03H” or “04H”. In this table 02, when the counter value acquired in the sub-integrated board 68 is 0 to 223 (224/256 = appearance rate of 7/8), the contents in the table are based on the counter value at that time. The mode values (01 to 07) specified in the column are assigned. In Table 22, the mode values “01” to “03” are the same effect contents as in Table 21 above.

  FIGS. 33 to 36 show a series of effect images representing the effect contents corresponding to the mode value “04” in Table 22. In addition, before the effect image of FIG. 33 is displayed, a series of effect images from FIGS. 30 to 32 described above are displayed.

  First, in FIG. 33, the contents of the effect of the part “The balloon comes out and invites the racehorse to the race” in the series of effect images are displayed. Here, the dialogue of a person (a character imitating an owner) is written as characters in a balloon, but sound may also be output from the speakers 14, 36, etc.

  Further, in FIGS. 34 and 35, the content of the effect of the portion “Race horse is sleeping” is continuously displayed in the series of effect images. For example, FIG. 34 depicts a racehorse sleeping asleep without being aware of the sound of an alarm clock while wearing a futon on the bed. In FIG. 35, the racehorse that finally woke up was surprised at the time pointed by the hands of the clock, and it was shown comically that the racehorse had fallen asleep during the race start time. In FIG. 36, the content of the effect (so-called punching, ending screen) is displayed that concludes the end of a series of stories “Race horse is oversleeping”. In FIG. 36, the racehorse arrived at the racetrack late, but the entrance was closed and it was no longer possible to enter, and it was drawn in a comical manner. Yes.

  By touching the series of production images as described above, the player can slightly raise his sense of expectation to the big hit until midway (Fig. 33), but since the story development later, it has actually shifted to the lottery Can be recognized funny.

  Although not shown here, the effect image representing the effect contents corresponding to the mode values “06” and “07” in Table 22 is, for example, the above-mentioned “light truck” image as the “horse carriage” image. It can be thought of as a replacement. However, because of the nature of the production, the so-called “reliability” is higher when the “mare carriage” appears than when the “light truck” appears. In other words, in this embodiment, since the main character in the production is “racing horse”, the idea that “transport to the racetrack is performed” is recalled by the appearance of “horse carriage”, from which “development into a race” This is because it gives us a sense of expectation. Therefore, the “reliability” is higher when the “Horse Carrier” appears than the “light truck” in the production, and “runs in the race” rather than “sleeps in the race” situation. It can be considered that the “reliability” is higher when the situation appears.

  Table 23 below shows an effect mode distribution table 03 used when the mode represented by the command pattern at the time of deviation variation is “05H” or “06H”. In this table 03, when the counter value acquired in the sub-integrated board 68 is 0 to 239 (240/256 = appearance rate of 15/16), the contents in the table are based on the counter value at that time. The mode values (01 to 08) specified in the column are assigned. In Table 23, the mode value “03” has the same effect content as in Table 21 above, and the mode values “04”, “06”, and “07” have the same effect content as in Table 22 above.

  FIGS. 37 to 41 show examples of effect images representing a part of a series of effect contents corresponding to the mode value “05” in Table 23. Note that the series of effect images shown in FIGS. 30 to 33 described above are displayed before the effect image of FIG. 37 is displayed.

  First, in FIG. 37, the contents of the effect of “the racehorse goes to the race (start)” in the series of effect images are displayed. Here, all race horses are gated in at once, including the main racehorse.

  Also, in FIG. 38, FIG. 39, and FIG. 40, the content of the effect “In Race” is displayed in the series of effect images. Specifically, first, in FIG. 38, a situation in which other horses run through the head immediately after the start of the race is depicted with a realistic composition (angle viewed from the front). Further, in FIG. 39, a powerful composition is depicted in which a large number of horses are competing intensely at the corner. In the next FIG. 39, it is finally drawn from the distance that each horse is spurting on the last straight line.

  In FIG. 40, the content of the effect that concludes the end of the series of stories “Race horse lost in race” is displayed. In FIG. 40, the racehorse cannot take the first place and is exhausted and drawn comically. Further, in order to more clearly appeal that “the racehorse lost in the race” on the screen, for example, “LOSE” in English meaning “losing” is displayed in text.

  By touching the series of effect images as described above, the player can raise the expectation for the big hit to the middle (Fig. 40), but from the content of the ending screen (Fig. 41), It is interesting to recognize that it was not in the lottery.

  Although not shown here, it is assumed that the effect image representing the effect content corresponding to the mode value “08” in Table 23 is obtained by replacing, for example, the above-mentioned “light truck” image with the “horse carrier” image. Can think.

  In the non-hit effect mode setting process, when the contents of the mode “04”, “05”, “07”, “08” are selected from the counter values in each distribution table, the above stage is displayed after the end of each effect. The transition condition (step S203d in FIG. 18) is satisfied. Thereby, since a stage shift occurs when a certain break is made on the story of the effect image, the player can change his / her feelings and work on the game again. In addition, when the lottery result of the special symbol is not out of place but “short opening probability variation hit” or “short opening hit per hit” (command pattern = 18H: 04H, 05H), on the performance, “I lose the race, A mode in which a story such as “2nd place” is given is preferable. By interacting with such contents, the player has a sense of expectation that “it may be a chance (promotion of the game mode)”, and from there, he can work on the game more eagerly.

  The above is the content of the effect process performed in the non-hit effect mode setting process (step S403d). On the other hand, the following effects are performed in the hit effect setting process (step S402d).

(11-4-2. Winning effect mode setting process)
In the above non-big hit effect mode setting process, a lottery is performed as to whether or not the variable effect itself is executed first, but in the big hit effect mode setting process, the variable effect is always executed. In the case of “big hit”, the variation timer of the special symbol is set to a relatively long time (up to 60000 ms), so that it is possible to perform a large-scale production.

  Table 24 below shows the effect mode distribution table 11 used when the mode represented by the special symbol variation information command is “11H” or “12H”. The leftmost column in the table represents the range of the counter for variation effect (0 to 255), and all the counter values acquired in the sub integrated board 68 (256/256 = appearance rate of 1/1). Any mode value (11 to 13, 16) defined in the middle column of the table is assigned.

  42 to 44 show a series of effect images representing effect contents corresponding to the mode value “11” in Table 24. FIG. Before the effect image of FIG. 42 is displayed, the effect images according to FIGS. 30 and 31 described in the non-hit effect mode setting process are displayed. Further, with respect to FIG. 31, a mode in which the “light truck” returns on the screen while backing is conceivable. Then, before the effect image of FIG. 43 is displayed, a series of effect images from FIG. 37 to FIG. 40 (or special effect images approximated to FIG. 37 to FIG. 40, respectively) described in the non-big hit effect mode setting process. Is displayed.

  Among these, in FIG. 42, the content of the effect of “To Special Race Invitation (Big Hit)” in the series of effect images is displayed. Here, the racetrack where a special race (for example, a heavy prize competition) will be held and the characters “GI Victory Cup” representing the title of the special race are shown. Thereafter, the contents of the effect “during the race” in the series of effect images are displayed according to FIGS. 38, 39, and 40 described above.

  In FIG. 43, the contents of the stage that is a hill of a series of stories that “the racehorse wins the special race” are displayed, and in FIG. 44, the contents of the stage that reaches the climax on the story are displayed. First, in FIG. 43, it is drawn with a sense of urgency that a racehorse is fighting a fierce battle with other horses in front of the goal and is about to stick out the nose toward the final line. In FIG. 44, the racehorse finally becomes the first place in the race (determined), and the state where the winning run is performed with joy with the jockey is clearly depicted.

  By touching a series of effect images as described above, the player (FIGS. 30 to 32) initially had a slight increase in expectation for the big hit, but the player entered the special race screen (FIG. 30). When the feeling of expectation is greatly increased at 42) and the production progresses to just before the goal (FIG. 43), the feeling of expectation reaches its climax. Then, when the first place is confirmed on the story (Fig. 44), the expectation that the player has raised up to that point is sublimated into a sense of accomplishment and satisfaction, and the feeling of enthusiasm for the big hit game that will be held after that Can be switched.

  Although not shown here, the effect image of the part until “light truck runs and stops once,” which is the effect content corresponding to mode value “12” in Table 24, It is the same (or effect image approximated) as the mode value “02” in Table 22 described in the non-hit effect mode setting process. In addition, in the part of the production contents corresponding to the mode value “13” in Table 24, “light truck runs, stops once, person gets off the car and talks with someone but goes” The effect image is the same as (or an effect image similar to) the mode value “03” in Table 22 described in the previous non-hit effect aspect setting process. It should be noted that the content of the effect corresponding to the mode value “16” in Table 24 can be considered as a result of replacing the “light truck” image with the “horse carriage” image.

  Table 25 below shows the production mode distribution table 12 used when the mode represented by the special symbol variation information command is “13H”, “14H”, or “15H”. Similarly, in Table 25, any mode value (14, 15, 17-19, 21) is assigned to all of the acquired counter values (256/256 = appearance rate of 1/1). .

  Here, with respect to the production contents corresponding to the mode value “14” in Table 25, the production images described above (for example, FIGS. 30 to 35) all indicate that “the light truck has been run. It is possible to cover the contents of the production up to “Yes”. Although not shown here, with regard to the production contents of the subsequent “in time for the race”, for example, another connection production scene is inserted between FIG. 35 and FIG. 37, or voice narration is performed. It can be covered by flushing.

  In addition, for the production contents corresponding to the mode value “15” in Table 25, the first part of the production contents corresponding to the mode value “05” in Table 23 described earlier (“light track has run to race Subsequent to “)”, for example, the effect images shown in FIGS. 37 to 40, 43, and 44 can be used.

  Next, with respect to the production contents corresponding to the mode value “17” in Table 25, the preceding stage of the production contents corresponding to the mode value “13” in Table 24 described earlier ( It can be covered by using the effect images represented by FIGS. 37 to 40, 43, and 44, for example, after returning to “)”. The “light truck” can be replaced with the image of a “horse truck”.

  For the production contents corresponding to the mode values “18” and “19” in Table 25, the “light truck” is changed to “the horse carrier” for the production contents corresponding to the mode values “14” and “15”, respectively. You can replace it with the image.

  For the production content corresponding to the mode value “21” in Table 25, for the time being, the first part of the production content corresponding to the mode value “08” in Table 23 described earlier (“the horse transporter has run. Can be used. When the player touches the contents of the production so far, the player is prepared for “out of” at that stage, but from there a special character (for example, “Legendary famous horse” ”Is displayed, and it is possible to touch an elaborate effect (so-called“ reverse effect ”) such that the game develops into a big hit as it is. Thereby, in addition to the satisfaction that the player has been able to win the big hit, the player can also obtain another satisfaction by witnessing a very rare performance image.

  Table 26 below shows the effect mode distribution table 13 used when the mode represented by the special symbol variation information command is “16H”. In Table 26, the same mode value “22” is assigned to all of the acquired counter values (256/256 = appearance rate of 1/1).

  Note that in the special symbol lottery, the command pattern mode is “16H” which is very low in probability (2/65536). In this case, even more rare content is assigned to the effect image. Yes.

  Although not shown in particular, the effect content of the mode value “22” has a different taste than before. That is, even when the mode value “22” is selected in the big hit effect mode setting process, no special effect (display of the effect image) is performed for the first 10 seconds from there, for example, the basic of “stage a” The directing scene continues to be displayed indifferently. Then, on the screen, the racehorse suddenly breaks the fence of the pasture, and it is switched to a production image that runs rapidly to Izuko. Then, after this, a series of stories will be unfolded: “The racehorse will interrupt the race that has already taken place and jumped into the goal as it is”.

  Being in contact with such rare performance contents, the player is surprised at the rapid development of the production, and is expected to have an unprecedented expectation. Also, since the content of the mode value “22” appears very rarely, in addition to the satisfaction that the player has been able to win the big hit, Satisfaction can also be obtained.

  When the game is actually a “hit”, during the round (when the condition device is in operation), an image of the racehorse running in a specific race (for example, a world famous race) is displayed for each round. Further, even if a big hit is made, an effect image that loses in a race is displayed, and an effect that causes a sudden big hit can be performed by suddenly expanding the contents of the effect of a story invited to a specific race.

(11-4-3. Summary of Variation Effect Processing)
In the present embodiment, for example, the following advantages are produced by executing the above-described variation effect process (FIG. 29).

  (1) In this embodiment, when a symbol lottery is triggered by a start winning prize or the like, the process up to the announcement of the winning result (fluctuation process) is expressed as a series of animation images (additional moving images). ing. For this reason, unlike the fluctuation by the conventional decorative design (decorative design corresponding to the special design), the winning result can be expressed in various ways by comparing it with the story of the animation image.

  (2) In addition, the contents of the fluctuating effects are distinguished by the case where the lottery is shifted (Tables 21 to 23) and the case where the winning is (Tables 24 to 26). As the series of story development progresses, partial overlap is seen. For example, in Table 21, when the production contents of mode values 01 to 03 selected at the time of deviation fluctuation and the production contents of mode values 11 to 13 selected at the time of hit fluctuation in Table 24 are compared one by one, the final Although the ending of a typical story is different, it can be seen that the production contents of the first half of the mode values 11 to 13 and the production contents of the mode values 01 to 03 overlap. For this reason, the player is not able to show the fluctuating effect of the content that can be clearly understood from the beginning, and can enjoy the effect while expecting the announcement of the lottery result until the end.

  (3) Further, in the present embodiment, since the contents of the performance are not differentiated between the case of “normal big hit” and the case of “probable big hit”, even if the big hit, the player It is not possible to tell from the contents of the performance whether the winner is usually a big hit or a promising big hit. Thereby, concealment of the information regarding a winning result and the information regarding a game mode becomes more reliable.

It is a front view of a pachinko machine. It is a perspective view which shows the state which open | released the front frame and main body frame of the pachinko machine. It is a front view of a game board. It is the figure which showed all the display patterns of the special symbol as a list. It is the block diagram which showed roughly the control structure of the pachinko machine. It is a flowchart of a start winning process. It is a flowchart of a game operation process. It is a flowchart of special figure fluctuation setting processing A. It is a flowchart of a hit variation setting process. It is a flowchart of special figure fluctuation execution processing B. It is a flowchart of a hit determination process. It is a flowchart of jackpot processing. It is a flowchart of a game state maintenance / demotion determination process. It is a flowchart of a game effect process. It is an example of the image displayed when "Stage a" is selected as an effect scene. It is an example of an image displayed when “stage b” is selected as a production scene. It is an example of the image displayed when "Stage c" is selected as an effect scene. It is a flowchart of the stage selection process A. It is an example of the image displayed as a transition opportunity screen to "Stage a". It is an example of the image displayed as a transition opportunity screen to "Stage b". It is an example of the image displayed as a transition opportunity screen to "Stage c". It is a flowchart of the stage selection process B. It is a flowchart of a mode latent effect production process. It is an example of the effect image displayed in common with a high probability game mode and a low probability game mode in the mode latent effect process. It is an example of the effect image displayed in common with a high probability game mode and a low probability game mode in the mode latent effect process. It is an example of the effect image displayed in the low probability game mode in the mode latent effect processing. It is an example of the effect image displayed in the low probability game mode in the mode latent effect processing. It is an example of the effect image displayed in the low probability game mode in the mode latent effect processing. It is a flowchart of a change production process. It is an effect image example showing the effect content corresponding to the mode value “01” in Table 21. It is an effect image example showing the effect contents corresponding to the mode value “02” in Table 21. It is an effect image example showing the effect content corresponding to the mode value “03” in Table 21. 23 is a series of effect images representing effect contents corresponding to a mode value “04” in Table 22. 23 is a series of effect images representing effect contents corresponding to a mode value “04” in Table 22. 23 is a series of effect images representing effect contents corresponding to a mode value “04” in Table 22. 23 is a series of effect images representing effect contents corresponding to a mode value “04” in Table 22. It is an effect image example showing a part of a series of effect contents corresponding to the mode value “05” in Table 23. It is an effect image example showing a part of a series of effect contents corresponding to the mode value “05” in Table 23. It is an effect image example showing a part of a series of effect contents corresponding to the mode value “05” in Table 23. It is an effect image example showing a part of a series of effect contents corresponding to the mode value “05” in Table 23. It is an effect image example showing a part of a series of effect contents corresponding to the mode value “05” in Table 23. 25 is a series of effect images representing the effect contents corresponding to the mode value “11” in Table 24. FIG. 25 is a series of effect images representing the effect contents corresponding to the mode value “11” in Table 24. FIG. 25 is a series of effect images representing the effect contents corresponding to the mode value “11” in Table 24. FIG.

Explanation of symbols

1 Pachinko machine 4 Game board 42 Center object 44 Pitching device (winning entrance, starting winning entrance)
46 Attacker device (winning device, ball winning means)
46a Opening and closing member (movable body)
52 LED
56 Main control board (profit lottery means, profit discriminating means, basic profit granting means, high added value profit granting means, low added value profit granting means, small profit granting means)

Claims (12)

  1. Profit lottery means for performing a lottery to determine whether or not to give a profit to a player with a predetermined probability when a predetermined lottery opportunity occurs with the progress of the game;
    Profit determination means for determining what kind of profit should be given to the player when winning the lottery by the profit lottery means,
    A basic profit granting means for granting a basic profit to a player when the determination result of the profit determination means matches a basic condition;
    When the determination result of the profit determining means matches a special condition, a high value-added profit giving means for giving a high value-added profit obtained by adding another value to the basic profit to the player;
    As the other value added by the high added value profit means, the predetermined probability is set to be relatively high from the low probability game mode in which the predetermined probability is relatively low in the lottery by the profit lottery means. Winning probability changing means for changing to a stochastic game mode,
    Production operation means for performing a predetermined production operation according to the progress of the game,
    The production operation performed by the production operation means is controlled to be the same content or approximate content when the basic profit is given to the player and when the high value-added profit is given. A gaming machine comprising a profit granting means.
  2. In the gaming machine according to claim 1,
    An information providing effect that controls the effect operation of the effect operation means to provide information on whether the game mode is the low probability game mode or the high probability game mode regardless of the determination result of the profit determination unit A gaming machine, further comprising means.
  3. In the gaming machine according to claim 1 or 2,
    The profit giving effect means controls the effect operation based on at least one effect mode selected from a plurality of types of effect modes prepared in advance, and the plurality of effect modes for each type. A gaming machine characterized in that the plurality of types of effect modes are set to partially overlap contents while distinguishing in association with any one of the basic profit and the high value-added profit .
  4. In the gaming machine according to claim 1 or 2,
    The information providing effect means controls the effect operation based on at least one effect mode selected from a plurality of effect modes prepared in advance, and the plurality of effect modes for each type. A gaming machine characterized in that the plurality of types of effect modes are set to partially overlap contents while distinguishing in association with any one of the low probability game mode and the high probability game mode .
  5. In the gaming machine according to claim 4,
    The plurality of types of effect modes include a plurality of effect image groups expressed with conceptually different contents, and the game mode is the low-probability game mode or the high-probability game based on the conceptual content expressed by each effect image. A gaming machine characterized in that it can be inferred in which mode.
  6. In the gaming machine according to claim 4,
    The plurality of types of production modes include a first type production mode having a production image group associated with the low probability game mode and a second type having a production image group having contents associated with the high probability game mode. The first type effect mode and the second type effect mode are characterized in that an effect image having the same content is provided in a part of each effect image group. Machine.
  7. Profit lottery means for performing a lottery to determine whether or not to give a profit to a player with a predetermined probability when a predetermined lottery opportunity occurs with the progress of the game;
    Profit determination means for determining what kind of profit should be given to the player when winning the lottery by the profit lottery means,
    A basic profit granting means for granting a basic profit to a player when the determination result of the profit determination means matches a basic condition;
    When the determination result of the profit determining means matches a special condition, a high value-added profit giving means for giving a high value-added profit obtained by adding another value to the basic profit to the player;
    As another value added by the high added value profit providing means, a high probability game in which the predetermined probability is set relatively high from a low probability game mode in which the predetermined probability is relatively low when the lottery is executed. Winning probability changing means for changing to a state,
    When the lottery is performed, a winning result directing means for performing a directing operation corresponding to the announcement of the winning result after performing a series of directing operations toward the announcement of the winning result;
    Information providing effect means for performing an effect operation for providing information on whether the game mode is the low-probability game mode or the high-probability game mode regardless of the content corresponding to the winning result for each lottery; A gaming machine characterized by comprising:
  8. The gaming machine according to any one of claims 1 to 7,
    The profit lottery means prepares in advance two types of winning results respectively associated with at least the basic profit or the high value-added profit,
    The profit discriminating means discriminates that the special condition is met when a winning result of a type associated with the high value-added profit is obtained by the lottery by the profit lottery means. .
  9. The gaming machine according to any one of claims 1 to 8,
    Ball launching means for launching a game ball as a game medium toward the game board surface in accordance with a predetermined launch operation;
    A game area formed on the surface of the game board and in which the launched game ball flows down;
    A prize opening that is arranged in the game area and into which a game ball can flow;
    A winning detection means for detecting that a game ball has won the winning opening;
    A prize ball payout means for paying out a specified number of prize balls in accordance with a winning game ball;
    A winning device that is arranged in the gaming area and allows a game ball to flow by operating a predetermined movable body;
    A symbol display means capable of stop-displaying after the symbols are variably displayed over a predetermined variation period triggered by the winning detection being detected by the winning detection means;
    Special game state transition means for shifting to a special game state when the symbol stopped and displayed by the symbol display means is a specific symbol display mode,
    The profit lottery means performs the lottery when a game ball flows into the winning opening,
    The basic profit is that when the transition to the special gaming state, the movable body of the winning device operates in a specific operation pattern, so that the winning of the game ball to the winning device is possible.
    The gaming machine according to claim 1, wherein the high value-added profit granting unit adds a change to the high probability gaming mode by the winning probability changing unit as the other value after the special gaming state is ended.
  10. The gaming machine according to any one of claims 1 to 9,
    The high value-added profit granting means is a profit for setting the predetermined probability higher than the low-probability gaming mode at the time of the lottery by the profit lottery means after giving the basic profit to the player. Is added as another value.
  11. The gaming machine according to any one of claims 1 to 10,
    When the game mode is changed by the winning probability changing unit to be the high probability game mode, the maintenance lottery unit for executing the game mode maintenance lottery for maintaining the high probability game mode;
    A gaming machine, further comprising: a game state fall means for changing from the high probability game mode to the low probability game mode when the game state maintenance lottery by the maintenance lottery means is lost.
  12. The gaming machine according to any one of claims 1 to 10,
    When the game mode is changed to the high probability game mode by the winning probability changing means, the game mode fall lottery for determining whether to change from the high probability game mode to the low probability game mode Falling lottery means for executing
    A gaming machine, further comprising: a game state fall means for changing from the high probability game mode to the low probability game mode when winning the game state fall lottery by the fall lottery means.
JP2004245516A 2004-08-25 2004-08-25 Game machine Expired - Fee Related JP4576578B2 (en)

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Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007259976A (en) * 2006-03-27 2007-10-11 Samii Kk Game machine
JP2008093025A (en) * 2006-10-06 2008-04-24 Sankyo Kk Game machine
JP2008173347A (en) * 2007-01-21 2008-07-31 Daiichi Shokai Co Ltd Game machine
JP2008173228A (en) * 2007-01-17 2008-07-31 Olympia:Kk Game machine
JP2010227348A (en) * 2009-03-27 2010-10-14 Newgin Co Ltd Game machine
JP2011045607A (en) * 2009-08-28 2011-03-10 Kyoraku Sangyo Kk Game machine
JP2011050607A (en) * 2009-09-02 2011-03-17 Kyoraku Sangyo Kk Game machine
JP2011050456A (en) * 2009-08-31 2011-03-17 Kyoraku Sangyo Kk Game machine
JP2011072411A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072408A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072409A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072410A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2012152638A (en) * 2012-05-24 2012-08-16 Daiichi Shokai Co Ltd Game machine
JP2013173006A (en) * 2013-05-02 2013-09-05 Sanyo Product Co Ltd Game machine

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JP2003117169A (en) * 2001-10-18 2003-04-22 Daikoku Denki Co Ltd Pachinko game machine
JP2003164587A (en) * 2001-11-30 2003-06-10 Sansei R & D:Kk Game machine
JP2004065388A (en) * 2002-08-02 2004-03-04 Abilit Corp Game machine
JP2004160026A (en) * 2002-11-14 2004-06-10 Sanyo Product Co Ltd Game machine
JP2004187938A (en) * 2002-12-11 2004-07-08 Maruhon Ind Co Ltd Pachinko game machine
JP2004275407A (en) * 2003-03-14 2004-10-07 Okumura Yu-Ki Co Ltd Game machine
JP2005253952A (en) * 2004-02-12 2005-09-22 Sanyo Product Co Ltd Game machine
JP2006051333A (en) * 2004-07-15 2006-02-23 Sankyo Kk Game device and game system

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Publication number Priority date Publication date Assignee Title
JP2003117169A (en) * 2001-10-18 2003-04-22 Daikoku Denki Co Ltd Pachinko game machine
JP2003164587A (en) * 2001-11-30 2003-06-10 Sansei R & D:Kk Game machine
JP2004065388A (en) * 2002-08-02 2004-03-04 Abilit Corp Game machine
JP2004160026A (en) * 2002-11-14 2004-06-10 Sanyo Product Co Ltd Game machine
JP2004187938A (en) * 2002-12-11 2004-07-08 Maruhon Ind Co Ltd Pachinko game machine
JP2004275407A (en) * 2003-03-14 2004-10-07 Okumura Yu-Ki Co Ltd Game machine
JP2005253952A (en) * 2004-02-12 2005-09-22 Sanyo Product Co Ltd Game machine
JP2006051333A (en) * 2004-07-15 2006-02-23 Sankyo Kk Game device and game system

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007259976A (en) * 2006-03-27 2007-10-11 Samii Kk Game machine
JP2008093025A (en) * 2006-10-06 2008-04-24 Sankyo Kk Game machine
JP2008173228A (en) * 2007-01-17 2008-07-31 Olympia:Kk Game machine
JP2008173347A (en) * 2007-01-21 2008-07-31 Daiichi Shokai Co Ltd Game machine
JP2010227348A (en) * 2009-03-27 2010-10-14 Newgin Co Ltd Game machine
JP2011045607A (en) * 2009-08-28 2011-03-10 Kyoraku Sangyo Kk Game machine
JP2011050456A (en) * 2009-08-31 2011-03-17 Kyoraku Sangyo Kk Game machine
JP2011050607A (en) * 2009-09-02 2011-03-17 Kyoraku Sangyo Kk Game machine
JP2011072411A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072408A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072409A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2011072410A (en) * 2009-09-29 2011-04-14 Kyoraku Sangyo Kk Game machine
JP2012152638A (en) * 2012-05-24 2012-08-16 Daiichi Shokai Co Ltd Game machine
JP2013173006A (en) * 2013-05-02 2013-09-05 Sanyo Product Co Ltd Game machine

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