JP2008307075A - Game machine - Google Patents

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Publication number
JP2008307075A
JP2008307075A JP2007154675A JP2007154675A JP2008307075A JP 2008307075 A JP2008307075 A JP 2008307075A JP 2007154675 A JP2007154675 A JP 2007154675A JP 2007154675 A JP2007154675 A JP 2007154675A JP 2008307075 A JP2008307075 A JP 2008307075A
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score
determination
game
gaming state
effect data
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JP2007154675A
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JP5302515B2 (en
Inventor
和紀 ▲高▼橋
Kazunori Takahashi
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Aruze Corp
アルゼ株式会社
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Priority to JP2007154675A priority Critical patent/JP5302515B2/en
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a game machine capable of increasing interest in a game by performing another game. <P>SOLUTION: A pachinko game machine counts the number of operating times that operation buttons are operated in another game to be executed, determines the obtained points in accordance with the operation timing of the operating means, calculates the number of acquired points scored on the basis of the determined points, and calculates determination points scored for determining on the basis of the number of operating times and the acquired points scored. The pachinko game machine selects any one from among many kinds of direction data on the basis of the determined points scored and executes direction based on the direction data. <P>COPYRIGHT: (C)2009,JPO&INPIT

Description

  The present invention relates to a gaming machine, and in particular, a game that controls the progress of a game and controls to shift to a big hit gaming state that is more advantageous to the player than the normal gaming state when a predetermined gaming state transition condition is established. Related to the machine.

  Conventionally, in a gaming machine such as a pachinko gaming machine, a variable display can be performed when a predetermined variable display start condition is satisfied, such as a game ball passing through a start area provided in a game area where a launched game ball can roll. Variable display control means is provided for controlling the display of the identification information in a variable manner on the display area of the apparatus, and for controlling the display of the identification information on which the variable display is performed. There is provided a game in which the game state is shifted to a big hit gaming state (so-called “big hit”) that is advantageous to the player in the case of (specific display mode).

  In such a gaming machine, for example, after the above-described big hit gaming state is completed, for example, a probability change state in which it is easy to shift to the big hit gaming state, a normal gaming state in which it is difficult to shift from the positive change state to the big hit gaming state, and the like. In the probability variation state, the probability of shifting to the big hit gaming state is set higher than in the normal gaming state.

In this type of gaming machine, for example, as shown in Patent Document 1, another game is executed, and succeeds in the case of shifting to a probable change state after the end of the big hit gaming state in accordance with the operation of the operating means in the other game. An effect is produced in which an effect is executed and an effect that fails if the effect is not shifted to the probability variation state is disclosed.
JP-A-2005-160614

  However, in the above-described gaming machine, when the operation means is operated in another game, it is possible to recognize whether or not the gaming state after the end of the big hit gaming state is surely changed. Since the content of the production in the game is determined in advance, the production becomes monotonous, and there is a risk of reducing the interest in the game.

  The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a gaming machine capable of improving the interest of a game by executing another game.

  In order to achieve the above object, the present invention provides the following.

  (1) A game control means for controlling the progress of a game and controlling a transition to a big hit gaming state that is more advantageous to the player than the normal gaming state when a predetermined gaming state transition condition is established, and executing a predetermined separate game Another game executing means, an operation means operable by a player, and an operation number counting means for counting the number of times the operation means has been operated in another game executed by the another game execution means, In another game executed by the another game execution means, a score determination means for determining a score according to an operation timing of the operation means, and a score calculated based on the score determined by the score determination means is calculated. Counted by the obtained score calculation means, effect data storage means storing a plurality of kinds of effect data for executing a plurality of kinds of effects, and the operation count counting means Determination score calculation means for calculating a determination score for determination based on the number of operations performed and the acquisition score calculated by the acquisition score calculation means; and the determination score calculated by the determination score calculation means A score determination unit for determining, an effect data selection unit for selecting one of a plurality of types of effect data stored in the effect data storage unit based on the determination score determined by the score determination unit, and the effect data An effect execution control means for controlling the execution of an effect based on the effect data selected by the selection means.

  (2) In the gaming machine according to (1), a success count unit that counts the number of successes in which the operation unit is operated at a specific successful operation timing, and an operation count that is counted by the operation count unit. And a success rate determination unit that determines a success rate in which the operation of the operation unit is performed at a specific successful operation timing based on the number of successes counted by the success number counting unit. The game machine characterized in that the score calculation means has a function of calculating a determination score for determination based on the success rate determined by the success rate determination means.

  (3) In the gaming machine according to (1) or (2), variable display means for performing variable display of identification information, and display result determining means for determining a result of variable display of identification information in the variable display means; The game control means has a function of performing control to shift to the big hit game state when the result of variable display of the identification information is in a specific display mode, and the separate game execution control means is , Performing control to execute another game in the jackpot gaming state, and determining whether or not to shift to a special gaming state in which the result of variable display of the identification information is more likely to be the specific display mode than the normal gaming state A special gaming state determining means, and when the special gaming state determining means determines to shift to the special gaming state, the special gaming state is shifted to the special gaming state after the big hit gaming state is ended. A special game state transition control means for performing control, wherein the effect data storage means stores a plurality of types of effect data for executing a plurality of types of effects in the jackpot game state, and the effect Based on the determination score determined by the score determination means and the result determined by the special gaming state determination means, the data selection means can select any one of a plurality of types of effect data stored in the effect data storage means. A gaming machine characterized by having a function of selecting either.

  (4) In the gaming machine according to any one of (1) to (3), a plurality of types of effect data selection tables having different selection rates for selecting one of the plurality of types of effect data are stored. Effect data selection table storage means and an effect data selection table for selecting one of a plurality of types of effect data selection tables stored in the effect data selection table storage means based on the determination score determined by the score determination means The selection means and the effect data selection means select any one of a plurality of types of effect data stored in the effect data storage means based on the effect data selection table selected by the effect data selection table selection means. A gaming machine characterized by having a function.

  (5) A gaming machine according to any one of (1) to (4), further comprising score notifying means for notifying corresponding to the score determined by the score determining means.

  According to the invention described in (1), the number of operations in which the operation means is operated in another game is counted. Then, in another game, the score is determined according to the operation timing of the operation means, and the acquired score is calculated. Then, based on the counted number of operations and the calculated acquired score, a determination score for determination is calculated and determined. Then, based on the determined determination score, one is selected from a plurality of types of effect data for executing a plurality of types of effects, and an effect based on the selected effect data is executed. Therefore, the score is determined by the operation timing of the operating means, the acquired score is calculated based on the score, and the effect data is selected based on the determination score calculated based on the acquired score and the number of operations. It is possible to promote the operation of the operation means and to increase the willingness to participate in another game, and to perform a variety of effects based on the score according to the operation timing, the number of operations, the judgment score, It is possible to improve the interest in games.

  According to the invention described in (2), the number of successes when the operation of the operation unit is performed at a specific successful operation timing is counted, and the operation is performed based on the counted number of operations and the counted number of successes. A success rate in which the operation of the means is performed at a specific successful operation timing is calculated, and a determination score for determination is calculated based on the calculated success rate. Accordingly, since the determination score is calculated based on the success rate calculated based on the number of operations and the number of successes, providing the player with a game that requires the accuracy of the operation can increase the willingness to operate the game. It is possible to improve the interest of the game by elevating it and further executing another game.

  According to the invention described in (3), based on the determination score and the result of determining whether or not to shift to the special game state after the jackpot game state is ended in the big hit game state. , One of a plurality of types of effect data in the big hit gaming state is selected. Therefore, the performance data is selected according to the gaming state after the end of the jackpot gaming state, and the expectation for the gaming state after the end of the jackpot gaming state can be enhanced. Can produce a variety of effects and can improve the interest of the game.

  According to the invention described in (4), based on the determination score, a selection is made from a plurality of types of effect data selection tables with different selection rates for selecting one of the types of effect data. Based on the produced effect data selection table, one of a plurality of types of effect data is selected. Accordingly, based on the determination score, an effect data selection table with different selection ratios of effect data is selected, and various effects according to the determination score can be executed, thereby improving the interest of the game. it can.

  According to the invention described in (5), the notification corresponding to the determined score is performed. Therefore, since the notification corresponding to the score determined by the operation timing is performed, the operation timing and the score according to it can be recognized, and further, the relationship between the operation timing and the score can be recognized. In addition to raising awareness of the operation of the operation means, it is possible to provide an opportunity to improve the operation skill of the operation means, and to improve the interest in the game.

  According to the present invention, it is possible to improve the interest of the game by executing another game.

  Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.

[Composition of gaming machine]
An overview of the gaming machine according to the present embodiment will be described with reference to FIGS. In the embodiment described below, a case where the present invention is applied to a first type pachinko gaming machine (also referred to as “digital pachi”) is shown as a preferred embodiment for a gaming machine according to the present invention.

  As shown in FIG. 1 and FIG. 2, the pachinko gaming machine 1 has a gaming machine main body 3a to which the gaming board 2 is mounted so as to be rotatable to a wooden outer frame 3b fixed to the island facility via a hinge. (In other words, the gaming machine main body 3a is supported by using one end of the gaming machine main body 3a as a rotation fulcrum and is attached to the outer frame 3b so as to be freely opened and closed.) The gaming machine main body 3 is configured by the frame 3b. And with respect to the gaming machine main body 3a of such a gaming machine main body 3, a glass door 9 and an upper plate (ball) that covers the speakers 8a and 8b, the liquid crystal display (LCD) 21, and the gaming board 2 so as to be visible. 4), a lower plate part 5, a cover 6, a handle 7a, and an ashtray 7b.

  As shown in FIGS. 1 and 4, the game board 2 is surrounded by a rail 11 and has a game area 2 a in which the launched game ball can roll (flow down). In the game area 2a, as shown in FIG. 4, there are a number of obstacles such as obstacle nails, a game member 2b that changes the rolling of the game ball, a general winning port 12, a passing gate 13, a grand prize. A ball entry device (ball entry area) capable of entering game balls, such as the mouth 15, the start winning opening 14, and the start winning opening 17 having the ordinary electric accessory 18, is disposed. Further, in the game area 2a, an out port 16 into which a game ball that has been launched into the game area 2a and has not entered the above-described entrance device is placed.

  In addition, the game board 2 is mainly formed of a transparent resin, and an image displayed on the liquid crystal display device 21 disposed behind can be visually recognized. In other words, this gaming board 2 is provided with a transparent area where the rear can be visually recognized, and the transparent area is a part or all of the gaming area 2a.

  Here, the general winning opening 12 is a device in which a predetermined number of game balls are paid out when a game ball is won. The passing gate 13 is a device for changing and stopping a plurality of normal symbols displayed on the normal symbol display device 23c when a game ball has passed. The start winning ports 14 and 17 are devices for changing and stopping the special symbols displayed on the special symbol display LEDs 23a and 23b on condition that the game ball has won. That is, the special symbol display LEDs 23a and 23b perform variable display of the special symbol. Also, in the big winning opening 15, the special symbol combination when the special symbol display LEDs 23a, 23b are stopped becomes a predetermined symbol combination (specific display mode, jackpot display mode), and the jackpot gaming state (big hit) The game state refers to a state where a so-called big hit has occurred.) According to a predetermined setting, the door is opened and closed a predetermined number of times under a predetermined condition (that is, the big prize opening 15 is a predetermined number of times. It changes between a first state in which a ball can be easily received and a second state in which it is difficult to receive a ball, and an operation that changes between the first state and the second state in a big hit gaming state is referred to as a round operation). It is a device controlled by. The out port 16 is a device for collecting and collecting game balls that have not won any of the general winning port 12, the starting winning ports 14, 17 and the big winning port 15.

  The passing gate 13 detects a passing game ball. The game ball that has passed through the passing gate 13 is stored as passing memory information, and based on this passing memory information, the normal symbol display on the normal symbol display device 23c is performed. In addition, at the lower left part of the game area 2a, four normal symbol memory LEDs 23e for displaying the number of passage memories of the passage gate 13 are provided. The stored number of game balls that have passed through the passing gate 13 can be displayed by the number of lighting of the normal symbol storing LED 23e.

  In the ordinary symbol display device 23c, for example, two ordinary symbols blink alternately. When the two ordinary symbols stop blinking and “win” is displayed, the ordinary electric accessory is displayed. 18 switches to the first state in which the game ball is easily received into the start winning opening 17 for a predetermined time.

  Instead of the normal symbol display device 23c, two normal symbol display LEDs may be provided at an arbitrary location on the game board 2, and "winning" may be displayed by blinking these LEDs. Further, the two normal symbol display LEDs can be constituted by, for example, a 7-segment display. In this case, numbers such as “0”, “1”, “2”,... “7”, “8”, “9”, etc. are displayed in a variable manner as normal symbols displayed on the 7-segment display. The case where the stop-displayed number becomes “3” or “7” is defined as “winning”.

  The ordinary electric accessory 18 has a receiving port for receiving a game ball, and switches between a first state where the game ball is easily received into the start winning port 17 and a second state where it is difficult to receive the game ball. It is an apparatus provided with a possible opening / closing mechanism. The normal electric accessory 18 is in a second state in which it is difficult to accept a game ball in a normal state, and when a predetermined condition is satisfied (for example, the normal symbol of the normal symbol display device 23c is “winning”). In the case of stopping at the meaning symbol), it is switched to the first state in which it is opened for a predetermined time (for example, 0.3 seconds) and it is easy to accept the game ball. A predetermined number of game balls are paid out when a game ball wins the receiving port.

  The winning balls to the start winning ports 14 and 17 can be memorized, and based on this memorized memory, the special symbols on the two special symbol display LEDs 23a and 23b provided at predetermined positions on the game board 2 are stored. Fluctuation display is performed. On the left side of the game area 2a, four special symbol storage LEDs 23d for displaying the number of winning prizes stored in the start winning openings 14, 17 are provided. The number of winning prizes stored in the start winning openings 14, 17 can be displayed by the number of lighting of the special symbol memory LED 23d.

  In addition, as the types of variable display results of the special symbols displayed on the special symbol display LEDs 23a and 23b, the probability variation big hit mode indicating that the probability variation big hit has occurred, and the normal big hit mode indicating that the normal big hit has been lost. There are three types of detachment modes.

  The big hit gaming state means that, for example, the big winning opening SOL (solenoid) opens and closes the door of the big winning opening 15 for a predetermined time and a predetermined number of times, thereby making it easier to win more game balls than in the normal gaming state. This is a gaming state that is advantageous to the player. Further, the probability variation state is a gaming state in which the probability of winning a big hit is relatively high compared to the normal gaming state. That is, the probability variation state is a gaming state with a relatively high probability of becoming a specific gaming state, and the normal gaming state is a gaming state with a relatively low probability of becoming a specific gaming state. In other words, the probability change state is a game state that is more advantageous to the player and is easier to shift to the specific game state than the normal game state.

  In addition, the opening / closing mode of the ordinary electric accessory 18 is lengthened, and the variable display time of the special symbol is shortened, so that the possibility of shifting to the specific gaming state in a short time is increased while suppressing the consumption of the ball. Regardless of whether it is a promising big hit or a normal big hit, the game will shift after the big hit gaming state is over. In addition, the time-short state is maintained in the variable display of the special symbol 100 times after the big hit gaming state is finished, and thereafter, it becomes a non-time-short state.

  When the variation display result of the special symbol becomes the probability variation big hit mode (that is, when the probability variation big hit is reached), after the big hit gaming state is finished, the state is shifted to the probability variation state. On the other hand, when the variation display result of the special symbol is in the normal big hit mode (that is, the normal big hit), the game is shifted to the normal game state after the big hit gaming state is finished. Regardless of whether it is a promising big hit or a normal big win, a big hit gaming state in which the upper limit number of rounds is 15 and the maximum opening time of the big winning opening 15 is 28 seconds is executed.

  In the present embodiment, the above-mentioned winning memorized number and passed memorized number are displayed on the normal symbol memory LED 23e and the special symbol memory LED 23d, respectively. However, the present invention is not limited to this. May be. For example, it may be displayed in the display area 21a.

  As shown in FIGS. 1 and 3, an effect image (for example, animation corresponding to the game state and other notification information (hereinafter referred to as “effect information image”) is displayed on the back of the game board 2. A liquid crystal display device (LCD) 21 which is a display device having a possible display area 21a is arranged.

  The liquid crystal display device 21 displays an arbitrary image on the display area 21a based on an instruction from the image control circuit.

  The display area 21a of the liquid crystal display device 21 includes an information display area for displaying effect images and other notification information, and a decorative symbol display area for performing variable display of decorative symbols.

  In the present embodiment, the decorative symbols are composed of three columns of symbols, left symbol, middle symbol, and right symbol arranged in the horizontal direction, and are variably displayed so as to rotate from top to bottom. However, the decorative symbols do not have to be three symbols, and the variation display mode may be the horizontal direction or the front-rear direction instead of the vertical direction.

  In the present embodiment, the square display area 21a may be larger or smaller than the game area 2a. Further, the shape of the display area 21a is not limited to a square, and may be another shape. For example, it may be circular.

  In the present embodiment in which the game board 2 is transparent, the display area 21 a of the liquid crystal display device 21 is disposed so as to be visible through the game board 2. Further, instead of the liquid crystal display device 21, for example, a CRT (cathode ray tube) or a plasma display can be used. That is, the liquid crystal display device 21 has a display area 21 a for displaying an image, and the display area 21 a is disposed behind the transmission area of the game board 2.

  Further, one end of the glass door 9 is pivotally supported by the gaming machine main body 3a, and the other end is engaged with the gaming machine main body 3a. The glass door 9 covers the game board 2 so as to be visible.

  At a predetermined position of the upper plate part 4, a shutter lever 10 is provided that is operated when the game ball stored in the upper plate part 4 is moved to the lower plate part 5 to be described later and taken out at the end of the game. Yes.

  The lower tray part 5 located on the lower side of the upper dish part 4 is fixed to the gaming machine main body part 3a, and has a storage surface 5a for storing game balls overflowed from the upper dish part 4 by payout. .

  A handle 7 a is provided on the left side of the lower plate part 5. The handle 7a is rotated when a game ball is driven into the game area 2a of the game board 2 via the rail 11, and is provided with a stop button (not shown) for stopping the launch of the game ball. ing. A device for launching a game ball to the game area 2a in accordance with the operation of the handle 7a in this manner is a launch device 90 described later. Further, an ashtray 7b is provided on the right side of the lower tray part 5 for the convenience of a player who plays a game while smoking. As described above, the pachinko gaming machine 1 of the present embodiment is different from many conventional gaming machines in that the handle 7a is provided on the left side and the ashtray 7b is provided on the right side, that is, the left and right are opposite to each other.

  The cover 6 located on the upper side of the glass door 9 is fixed to the gaming machine main body 3a, and on the left and right sides of the cover 6, there are a number of slits respectively corresponding to the left and right speakers 8a and 8b provided on the gaming machine main body 3a. Is formed so that the sound from the speakers 8a and 8b can be heard. The speakers 8a and 8b have a function of outputting a predetermined sound (for example, music corresponding to a gaming state or other notification information).

  An operation button 50 that can be operated by a player is provided on the front surface of the pachinko gaming machine 1. The operation buttons 50 include a left symbol stop button (hereinafter referred to as “left button”) 50a, a middle symbol stop button (hereinafter referred to as “middle button”) 50b, and a right symbol stop button (hereinafter referred to as “right button”). .) 50c, and are arranged in parallel in the horizontal direction.

  These left button 50a, middle button 50b and right button 50c are electrically connected to a sub CPU 301 which will be described later. When the left button 50a is pressed, the left symbol stop signal is input to the sub CPU 301. When the middle button 50b is pressed, the middle symbol stop signal is input to the sub CPU 301. When the right button 50c is pressed, the right symbol stop signal is input to the sub CPU 301. It is like that. The left button 50a, the middle button 50b, and the right button 50c are used for a selection operation in a mini game described later. The operation button 50 in this embodiment corresponds to an example of an operation unit that can be operated by the player.

  As described above, since the handle 7a is provided on the left side, in the pachinko gaming machine 1 according to the present embodiment, the left hand operates the handle 7a while the right hand is at the front edge of the upper platen portion 4. The left button 50a, the middle button 50b, and the right button 50c can be pressed at a desired timing.

[Electric configuration of gaming machine]
Next, a control system of the pachinko gaming machine 1 having the above configuration will be described with reference to FIG. FIG. 5 is a block diagram showing a control system of the gaming machine shown in FIG.

  The control system of the pachinko gaming machine 1 includes a main control circuit 200, a sub control circuit 300 connected to the main control circuit 200, a payout control circuit 70a, and a launch control circuit 70b. This control system is mounted on the back side of the game board 2.

  A card unit 81 is connected to the payout control circuit 70a of the pachinko gaming machine 1.

  The card unit 81 is installed in the vicinity of the pachinko gaming machine 1 and has an insertion slot into which a prepaid card can be inserted, and reads the recorded information recorded on the prepaid card inserted into the insertion slot. , A lending command signal output means for outputting a lending command signal for instructing lending of game balls to the payout control circuit 70a according to the operation of the ball lending operation panel 55, and the record information read by the reading means. Writing means for subtracting the number of loans for which lending is commanded by the lending command signal output means and recording the information on the prepaid card inserted into the insertion slot.

  The main control circuit 200 includes a main CPU (ultra-compact processor) 201 that controls the progress of the game of the pachinko gaming machine 1 according to a preset program, various display devices (special symbol display LEDs 23a and 23b, normal symbol display LED 23c). The special control memory LED 23d, the normal design memory LED 23e, etc.), the lamp control circuit 207 for controlling the lighting, the initial reset circuit 204 for generating a reset signal for starting the program from the beginning at the time of abnormality or power-on, the main CPU 201 operates Main RAM 203 for storing various data necessary for the game, a program for the main CPU 201 to process and control the game operation of the pachinko gaming machine 1, a jackpot determination table to be referred to when determining a jackpot by random lottery, and a random lottery Refer to this when making a normal hit judgment A main ROM 202 storing a normal hit determination table, a variable display pattern selection table that is referred to when determining a variable display pattern of a special symbol, and various probability tables that are referred to when other effects are drawn. Has been implemented.

  The main RAM 203 has a holding memory counter for counting the holding memory stored in a holding memory area (“0” to “4”) described later, the number of passing memories counted by the main CPU 201 (the passing ball of the passing gate 13). Pass memory counter for storing the number), a big prize winning prize counter for memorizing the number of game balls that have entered the big prize opening 15 during the operation of one round, and during one big hit gaming state There is provided a grand prize opening number counter for storing the number of times the door of the big prize opening 15 is opened (that is, the number of round operations in one big hit gaming state).

  The main RAM 203 has a reserved storage area (“0” to “4”). The reserved storage area refers to the jackpot determination random number extracted on the condition that the game ball has passed through the start area provided in the start winning openings 14 and 17 in order from the reserved storage area “0”. It is an area that is stored. Further, the combination of the jackpot determination random number value stored in the reserved storage area ("1" to "4") is displayed on the special symbol storage LED 23d according to the stored number, and the reserved storage area "0" The random number value for jackpot determination stored in “” is used for jackpot determination.

  Further, the main RAM 203 includes a high probability flag and a short time flag. Here, (77) can be set in the high probability flag when the gaming state is shifted to the probable change state, while (00) is set when the gaming state is shifted to the normal gaming state. Yes. Also, (33) can be set in the time reduction flag when the gaming state is shifted to the time reduction state, while (00) is set when the gaming state is shifted to a gaming state other than the time reduction state. ing. The main CPU 201 functions as various means described later.

  The I / O port 205 of the main control circuit 200 is provided on the inner side of the pass gate 13 and starts a pass gate SW (switch) 19Sa, which is a sensor for detecting the passing of a game ball, and start winning ports 14, 17 Start ports SW19a and 19b, which are sensors provided in the area and which detect game balls that have passed through the start area of the start winning ports 14 and 17, are connected.

  Further, the I / O port 205 is provided in a passing area in the special winning opening 15 and detects a game ball that has won a prize in the general winning opening 12 as a count SW 19Se that is a sensor for detecting a gaming ball passing through the passing area. A general winning opening SW19Sb, which is a sensor to be used, and a backup clear SW74S for erasing various data stored in the main RAM 203 are connected.

  Further, the following components are connected to the I / O port 205. That is, actuators such as a movable member SOL (solenoid) 71S for driving the ordinary electric accessory 18 and a large winning opening SOL (solenoid) 72S for opening and closing the door of the large winning opening 15 are connected.

  Here, when each of the sensors detects a game ball, the detection signal is input to the main CPU 201 of the main control circuit 200. Therefore, the main CPU 201 determines that each of the actuators 71S and 72S corresponds to the input detection signal. Are driven and controlled.

  Control commands (commands) are transmitted from the command output port 206 of the main control circuit 200 to the sub control circuit 300, the payout control circuit 70a, and the launch control circuit 70b, respectively.

  The sub-control circuit 300 that has received this control command (command) controls the operation of the liquid crystal display device 21, the speakers 8a and 8b, and the lamp / LED 39a, and the payout control circuit 70a and the launch that have received this control command (command). Operations of the dispensing device 82 and the launching device 90 are controlled by the control circuit 70b.

  The payout control circuit 70a is connected to a payout device 82 for paying out award balls and rental balls. The payout control circuit 70a drives and controls the payout device 82 in accordance with a payout command signal output from the main control circuit 200 on condition that a game ball has entered the general winning opening 12 and the big winning opening 15 and the like. A number of game balls are paid out as prize balls. Also, the payout control circuit 70a controls the payout device 82 in accordance with the payout command signal output from the card unit 81, and pays out a predetermined number of game balls as the payable balls.

  A launch device 90 that launches a game ball toward the game area 2a is connected to the launch control circuit 70b. Further, the launch control circuit 70b causes the launching device 90 to launch a game ball by drivingly controlling the launch solenoid in accordance with the turning operation of the handle 7a.

  Next, the configuration of the sub control circuit 300 will be described. The sub control circuit 300 includes a sub CPU 301, a program ROM 302, a work RAM 303, a command input port 304, an image control circuit 305, an audio control circuit 306, and a lamp control circuit 307. As described above, the left button 50a, the middle button 50b, and the right button 50c are connected to the sub CPU 301.

  In the program ROM 302, the sub CPU 301 controls the image control circuit 305 for processing control based on various commands output from the main control circuit 200, and the sound control circuit 306 for processing control. A control program, a control program for controlling the processing of the lamp control circuit 307, data on a plurality of types of notification modes, and the like are stored.

  The work RAM 303 serves as a temporary storage unit when the sub CPU 301 performs processing control according to the control program, and includes a reception buffer area (not shown) for storing commands transmitted from the main CPU 201, and processing. A work area (not shown) for storing data necessary for control is allocated.

  The sub CPU 301 determines a command received from the main control circuit 200 via the command input port 304, and controls the image control circuit 305, the sound control circuit 306, the lamp control circuit 307, and the like according to the determination result. The sub CPU 301 functions as various means described later.

  The image control circuit 305 executes display of a variable game or the like in the display area 21a in response to an instruction from the sub CPU 301 (instruction based on the effect data set in a predetermined work area of the work RAM 303). Image data ROM (image data storage means) 305b for storing various image data and corresponding image data are extracted from the image data ROM 305b in accordance with control from the sub CPU 301, and based on the extracted image data, a variable game, A VDP (Video Display Processor) 305a for generating data for executing display of an effect image and the like, and a D / A conversion circuit (D / A converter) 305d for converting the display image data generated by the VDP 305a into an analog signal; It comprises.

  For example, the image control circuit 305 performs an image display control process for causing the display area 21a to display a variable game or an effect image corresponding to the result of the big hit determination based on an instruction from the sub CPU 301.

  In addition, the image data ROM 305b stores image data for variably displaying the decorative design in the decorative design display area of the display area 21a, effect image data for displaying the effect image in the regular display area of the display area 21a, and the like. ing. Here, each image data includes a plurality of pieces of image data (data in dot units) necessary to display each image data in the display area 21a. In other words, the image data ROM 305 b stores image data for displaying an image on the display area 21 a in the liquid crystal display device 21. In the present embodiment, such an image data ROM 305b corresponds to an example of an image data storage unit.

  Here, a VRAM 305c having two buffer areas is connected to the VDP 305a. The VDP 305a performs the following processing when generating data for executing display in the display area 21a based on an instruction from the sub CPU 301 transmitted every predetermined time (for example, 1/30 second).

  The VDP 305a reads predetermined image data from the image data ROM 305b, develops it to the VRAM 305c, and reads the decompressed image data from the VRAM 305c. Specifically, the VDP 305a performs expansion processing on one buffer area provided in the VRAM 305c, and reads image data that has already been expanded from the other buffer area. Next, the VDP 305 a switches between a buffer area to be expanded and a buffer area to be read based on an instruction from the sub CPU 301. The VDP 305a displays the read image data on the display area 21a via the D / A conversion circuit 305d.

  In this embodiment, the VRAM is used as a storage device for developing image data. However, the present invention is not limited to this, and other storage devices may be used. For example, an SDRAM that can read and write data at high speed may be used.

  Speakers 8 a and 8 b are connected to the audio control circuit 306. The sound control circuit 306 generates a sound signal based on the control of the sub CPU 301. The speakers 8a and 8b generate sound based on the input sound signal.

  A lamp / LED 39 a is connected to the lamp control circuit 307. The lamp control circuit 307 generates a signal based on the control of the sub CPU 301. The lamp / LED 39a performs lighting display of lamps and LEDs (for example, the normal symbol memory LED 23e, the special symbol memory LED 23d, etc.) provided in various places of the pachinko gaming machine 1 based on this input signal.

  In this way, the speakers 8a and 8b, the lamp / LED 39a, and the liquid crystal display device 21 perform an effect based on the effect data set (control program) by the sub CPU 301.

  Each process in the pachinko gaming machine 1 is controlled by the main control circuit 200 and the sub control circuit 300. The main control circuit 200 processes all or part of the processes controlled by the sub control circuit 300. Alternatively, the sub control circuit 300 may process all or part of the processing controlled by the main control circuit 200.

[Big hit judgment table]
The jackpot determination table stored in the main ROM 202 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the jackpot determination table described below is not stored in the main ROM 202, data and programs having such functions may be stored in the main ROM 202.

  The jackpot determination table stored in the main ROM 202 is a table for determining whether or not the jackpot is reached. In the jackpot determination table, as shown in FIG. 6, a gaming state and a jackpot probability are stored in association with each other.

  Specifically, when the gaming state is the normal gaming state, it is determined as a big hit with a probability of “1/360”, and when the gaming state is a probable change state, it is determined as a big hit with a probability of “1/36”. .

  In this way, based on the gaming state, it is determined whether or not to shift to the big hit gaming state. In particular, in the probability variation state, the transition to the big hit gaming state is set more easily than the normal gaming state.

[Big hit type determination table]
The jackpot type determination table stored in the main ROM 202 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the jackpot type determination table described below is not stored in the main ROM 202, data and programs having such functions may be stored in the main ROM 202.

  The jackpot type determination table stored in the main ROM 202 is a table for determining the type of the jackpot gaming state. In the jackpot type determination table, as shown in FIG. 7, a jackpot symbol, an upper limit number of rounds, a distribution rate, and a game state specification are stored in association with each other.

  Specifically, with a probability of “60/100”, the jackpot symbol becomes a probable variation symbol, and the upper limit number of rounds is determined as 15 rounds. After the jackpot gaming state ends, the probable variation state until the next jackpot gaming state, 100 It will be in a short time state until the variable display of the special symbol is completed. On the other hand, with a probability of “40/100”, the jackpot symbol becomes a normal symbol, and the upper limit number of rounds is determined as 15 rounds. After the jackpot gaming state ends, the next jackpot gaming state is not changed (normal gaming state) ), The time is shortened until the variable display of 100 special symbols is completed.

  In this way, when a big hit is made, it is determined whether it is a probable big hit or a normal big hit.

[Base point determination table]
The base point determination table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the base point determination table described below is not stored in the program ROM 302, data and programs having such functions may be stored in the program ROM 302.

  The base point determination table stored in the program ROM 302 is a table for determining base points in the mini game. In such a base point determination table, as shown in FIG. 8, the total number of button operations and the base point are stored in association with each other.

  Specifically, when the total number of button operations is “0”, the base point is “0”, and when the total number of button operations is “1” to “4”, the base point is When “30” and the total number of button operations are “5” to “9”, the base point is “60” and when the total number of button operations is “10” to “14” When the base point is “78” and the total number of button operations is “15” to “19”, the base point is “82” and the total number of button operations is “20” or more. The base point is determined to be “85”.

  Thus, the base point is determined based on the total number of times that the operation button 50 has been operated.

[Bonus point determination table]
The bonus point determination table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the bonus point determination table described below is not stored in the program ROM 302, data and programs having such functions may be stored in the program ROM 302.

  The bonus point determination table stored in the program ROM 302 is a table for determining bonus points in the mini game. In such a bonus point determination table, as shown in FIG. 9, types determined as operation results and bonus points are stored in association with each other. The type determined as the operation result includes one of good hit, good hit, and poor hit.

  Specifically, the total of the value obtained by multiplying the number of good hits by “2”, the number of good hits, and the value of “1” multiplied by the number of poor hits is a bonus point. Will be determined.

  In this way, bonus points are determined based on the type determined as the operation result.

[Rank determination table]
The rank determination table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the rank determination table described below is not stored in the program ROM 302, data and programs having such functions may be stored in the program ROM 302.

  The rank determination table stored in the program ROM 302 is a table for determining the score in the mini game. In such a rank determination table, as shown in FIG. 10, total points and ranks are stored in association with each other.

  Specifically, when the total points are “0” to “19”, the rank is “E”, and when the total points are “20” to “39”, the rank is “D”. When the points are “40” to “59”, the rank is “C”, and when the total points are “60” to “79”, the rank is “B” and the total points are “80” to “80”. In the case of “99”, the rank is determined as “A”. In the present embodiment, rank S has a predetermined probability when the total points are equal to or greater than a predetermined value (for example, “80” or the like) and the gaming state after the end of the big hit gaming state is a probabilistic state. (For example, 80%, etc.), but not limited to this, for example, a game after the total points are not less than a predetermined value (for example, “80”, etc.) and the jackpot gaming state ends. The rank S may be determined when the state is a certain change state.

  In this way, the rank is determined based on the total points. The total points are calculated based on base points, hit rates, bonus points, etc., as will be described in detail later, so the rank is determined based on base points, hit rates, bonus points, etc. It can be said that. The program ROM 302 storing such ranks stores a plurality of types of effect data for executing a plurality of types of effects in the big hit gaming state. In the present embodiment, such a program ROM 302 corresponds to an example of effect data storage means.

[Description of display screen]
In addition, a display screen related to the special symbol game executed in the above-described configuration will be described with reference to FIGS. 11 and 12.

[Description of special symbol game]
Special symbols are variably displayed on the special symbol display LEDs 23a and 23b. Specifically, in the case where the special symbol is derived and displayed, when a predetermined variable display start condition is satisfied, the special symbol variable display is executed. Then, on the condition that the special symbol that is displayed in a stopped state and that is derived and displayed is in an out-of-game state, the current game state such as the normal game state is not maintained and the current game state is maintained, and the big-hit state is obtained. As a result, the gaming state is shifted to the big hit gaming state.

  In addition, on the display area 21a in the liquid crystal display device 21, a variable display of a plurality of decorative symbols for decorating the special symbols in the special symbol display LEDs 23a and 23b is performed. Specifically, when the special symbol is derived and displayed, the decorative symbol is also derived and displayed as shown in FIG. Then, when the predetermined variable display start condition described above is satisfied, as in the special symbol, the decorative symbol variable display is also executed as shown in FIG. Then, before the special symbol is derived and displayed, as shown in FIG. 11C, the decorative symbol is stopped and displayed on the left column, and then the decorative symbol is stopped and displayed on the right column. Then, at the timing when the special symbol is derived and displayed, the middle row of decorative symbols is stopped and displayed, and the decorative symbols are derived and displayed.

  In addition, the decorative symbol that is derived and displayed has a relationship with the special symbol that is derived and displayed. Specifically, when the special symbol is “−”, the decorative symbol is in a non-specific display mode (for example, a mode in which three identical symbols are not arranged), and the special symbol is not “−”. Is a specific display mode (for example, a mode in which three identical symbols are arranged). That is, all the columns are stopped and displayed, and the derived and displayed decorative symbols of the plurality of columns are, as shown in FIG. 11D, a non-specific display mode (for example, a mode in which three identical symbols are not arranged) Then, the special symbol is derived and displayed as “−”, and the current gaming state such as the normal gaming state is maintained. On the other hand, when the decorative symbols of a plurality of rows become reach as shown in FIG. 11 (E) and become a specific display mode (for example, a mode in which three identical symbols are arranged) as shown in FIG. 11 (F). The special symbol is derived and displayed as an aspect other than “-”, and the gaming state is shifted to the big hit gaming state.

  Further, in the big hit gaming state, when it becomes a predetermined round (for example, the 12th round), a mini game is executed. In this mini game, as shown in FIG. 12, a muffled game is executed.

  In this subgame, as shown in FIGS. 12 (A) and 12 (B), holes are provided on the left, middle, and right, and an object protrudes from the holes at a predetermined timing. A screen is displayed. When the operation button 50 is operated, an image of hitting an object from a hole corresponding to the operated left button 50a, middle button 50b, and right button 50c with a hammer is displayed, and the score is determined by the operation timing. The Also, the score varies depending on the manner in which the object is protruding from the hole. Specifically, when the operation button 50 is operated at the most prominent timing like the right object in FIG. 12A or the object in FIG. Is done. In addition, when the operation button 50 is operated at a timing at which the head is not raised rather than the good hit like the left object in FIG. 12B, it is determined that the hit is good. Further, when the operation button 50 is operated so that an object on which a skull mark is displayed is hit like an object in FIG. 12B, it is determined that the hit is poor. Further, when the object does not come out of the hole, it is determined as idling.

  Further, in such a sub-game, when it is determined that the game is idle, poor hit, good hit, or quick hit, the number of times is counted. Such a mini game is executed in rounds 12 to 14. And in the 15th round, in the 12th to 14th rounds, the total number of missed swings, poor hits, good hits, quick hits, the total number of operation of the operation buttons 50, the hit rate according to the operation, etc. The points are calculated, and as shown in FIG. 12C, the rank corresponding to the total points is displayed as “Your rank is B”.

[Game machine operation]
The processing executed in the pachinko gaming machine 1 is shown in FIGS. 13 to 15 and FIGS. 17 to 29 below. Moreover, the state transition of the special symbol control process (FIG. 15) performed with the pachinko gaming machine 1 will be described with reference to FIG.

[Main processing]
First, as shown in FIG. 13, initial setting processing such as RAM access permission, backup restoration processing, and work area initialization is executed (step S11). Then, as will be described in detail later with reference to FIG. 15, a special symbol control process relating to the progress of the special symbol game, the special symbols displayed on the liquid crystal display device 21 and the special symbol display LEDs 23a and 23b, and the decorative symbols is executed (step S15). ). Then, the main CPU 201 executes normal symbol control processing relating to the progress of the normal symbol game and the normal symbols displayed on the normal symbol display device 23c (step S16). Then, the main CPU 201 executes a symbol display device control process for performing display control of variable display such as a special symbol in accordance with the execution results of step S15 and step S16 (step S19). As described above, in the main process, after the initial setting process in step S11 is completed, the processes in step S15, step S16, and step S19 are repeatedly executed.

[System timer interrupt processing]
Further, even when the main CPU 201 is executing the main process, the main CPU 201 may interrupt the main process and execute the system timer interrupt process. The following system timer interrupt process is executed according to a clock pulse generated every predetermined period (for example, 2 milliseconds). This system timer interrupt process will be described with reference to FIG.

  First, as shown in FIG. 14, the main CPU 201 executes a random number update process so as to increase the count values of the big hit determination random number counter, the big hit symbol determination random number counter, and the like by “1” (step S42). Then, the main CPU 201 executes an input detection process for detecting the winning or passing of the game ball to the start winning opening 14, 17 or the like (step S43). In this process, the main CPU 201 stores, in a predetermined area of the main RAM 203, data indicating that a game ball is paid out (wins) on the condition that a game ball has been won at various winning ports. Then, a waiting time timer for synchronizing the main control circuit 200 and the sub control circuit 300, a big winning opening opening time for measuring the opening time of the big winning opening 15 that is opened when a big hit or middle hit occurs. Update processing of various timers such as a timer is executed (step S44). Then, an output process is executed in order to supply a signal for drive control based on various variables to a solenoid, a motor or the like (step S46). If this process ends, the process moves to a step S47.

  In step S47, command output processing is executed. In this process, the main CPU 201 supplies various commands to the sub control circuit 300. Specifically, these various commands include a demo display command, a derived symbol designation command indicating the type of special symbol derived and displayed, a variation pattern designation command indicating a variation display pattern of the special symbol, and the like. The main CPU 201 that executes such processing transmits a variable pattern designation command (variable display pattern command) corresponding to the special symbol variable display pattern and capable of specifying the special symbol variable display time to the sub-control circuit 300. This corresponds to an example of command transmission means. If this process ends, the process moves to a step S49.

  In the process of step S49, the main CPU 201 executes a payout process such as transmitting a prize ball control command for causing the payout device 82 to perform a prize ball to the payout control circuit 70a. Specifically, the main CPU 201 supplies to the payout control circuit 70a a prize ball control command for paying out a predetermined number of prize balls as a result of the game balls winning in various winning holes. When this process is finished, this subroutine is finished, the address is returned to the address before the occurrence of the interrupt, and the main process is executed.

[Special symbol control processing]
The subroutine executed in step S15 in FIG. 13 will be described with reference to FIG. In FIG. 15, the numerical values drawn on the sides of step S72 to step S80 indicate the control state flags corresponding to those steps, and one step corresponding to the numerical value according to the numerical value of the control state flag. Will be executed and the special symbol game will proceed.

  First, as shown in FIG. 15, a process for loading a control state flag is executed (step S71). In this process, the main CPU 201 reads the control state flag. If this process ends, the process moves to a step S72.

  In steps S72 to S80, which will be described later, the main CPU 201 determines whether or not to execute various processes in each step based on the value of the control state flag, as will be described later. This control state flag indicates the state of the special symbol game, and enables one of the processes from step S72 to step S80 to be executed. In addition, the main CPU 201 executes processing in each step at a predetermined timing determined according to a waiting time timer or the like set for each step. Before reaching the predetermined timing, the process ends without executing the process in each step, and another subroutine is executed. Of course, the system timer interrupt process is also executed at a predetermined cycle.

  In step S72, a special symbol memory check process is executed. As will be described in detail later with reference to FIG. 17, the main CPU 201 checks the number of holdings when the control state flag is a value (00) indicating a special symbol storage check, and determines the big hit if there is a holding number. , Derived special symbol, variation pattern of special symbol, etc. are determined. Further, the main CPU 201 sets a value (01) indicating special symbol variation time management in the control state flag, and sets the variation time corresponding to the variation pattern determined in the current process in the waiting time timer. That is, it is set so that the process of step S73 is executed after the fluctuation time corresponding to the fluctuation pattern determined this time has elapsed. On the other hand, if there is no pending number, a demonstration display process for displaying a demonstration screen is performed. If this process ends, the process moves to a step S73.

  In step S73, a special symbol variation time management process is executed. In this process, the main CPU 201 sets the control state flag to a value (01) indicating special symbol variation time management, and when the variation time has elapsed, sets the value (02) indicating special symbol display time management to the control state flag. Set the waiting time after confirmation (for example, 1 second) in the waiting time timer. That is, it is set so that the processing of step S74 is executed after the waiting time after determination has elapsed. If this process ends, the process moves to a step S74.

  In step S74, a special symbol display time management process is executed. Although the details will be described later with reference to FIG. 18, the main CPU 201 determines whether the control state flag is a value (02) indicating special symbol display time management and whether or not the big hit is lost when the waiting time after determination elapses. . When the main CPU 201 is a big hit, the main CPU 201 sets a value (03) indicating the big hit start interval management in the control state flag, and sets a time corresponding to the big hit start interval (for example, 18 seconds) in the waiting time timer. That is, after the time corresponding to the big hit start interval elapses, the setting of step S75 is performed. On the other hand, the main CPU 201 sets a value (08) indicating the end of the special symbol game when it is out of place. That is, it is set to execute the process of step S80. If this process ends, the process moves to a step S75. When the main CPU 201 is out of time and is in the time-saving state, the main CPU 201 counts (for example, subtracts) a time-saving counter. The main CPU 201 that executes such processing controls the progress of the game, and when the result of the variable display of the identification information becomes a specific display mode or the like, when the predetermined game state transition condition is satisfied, the main CPU 201 However, control to shift to the big hit gaming state advantageous to the player is performed. The main CPU 201 that executes such processing corresponds to an example of game control means.

  In step S75, a big hit start interval management process is executed. In this process, the main CPU 201 has a value (03) indicating that the control status flag indicates the jackpot start interval management, and when the time corresponding to the jackpot start interval has elapsed, the main CPU 201 Based on the data read from the ROM 202, the variables positioned in the main RAM 203 are updated. The main CPU 201 sets a value (04) indicating that the special winning opening is open in the control state flag, and stores data indicating the special winning opening open display command indicating that the special winning opening 15 is opened in a predetermined area of the main RAM 203. And an opening upper limit time (for example, 28 seconds) is set in the big prize opening time timer. The data indicating the display command for opening the big prize opening set in this way is displayed from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. Supplied as a command. As a result, the sub-control circuit 300 can recognize that the special winning opening 15 has been opened. That is, it is set to execute the process of step S77. If this process ends, the process moves to a step S76.

  In step S76, a waiting time management process before reopening the big winning opening is executed. In this process, the main CPU 201 opens the special winning opening 15 when the control status flag is a value (06) indicating the special winning opening reopening waiting time management and the time corresponding to the interval between rounds has elapsed. In addition, based on the data read from the main ROM 202, the variables positioned in the main RAM 203 are updated, and the large winning opening opening number counter is stored and updated so as to increase by "1". The main CPU 201 sets a value (04) indicating that the special winning opening is open in the control state flag, and also stores data indicating a special winning opening open display command indicating that the special winning opening 15 has been opened in the main RAM 203. Set to area. The data indicating the display command for opening the big prize opening set in this way is displayed from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. Supplied as a command. As a result, the sub-control circuit 300 can recognize that the special winning opening 15 has been opened. The main CPU 201 sets the opening upper limit time (for example, 28 seconds) in the big prize opening time timer. That is, it is set to execute the process of step S77. If this process ends, the process moves to a step S77.

  In step S77, a special winning opening opening process is executed. In this process, when the control status flag is a value (04) indicating that the big prize opening is being opened, the main CPU 201 has passed the condition that the big prize opening prize counter is “9” or more, and the opening upper limit time ( It is determined whether or not any of the conditions that the big prize opening time timer is “0” is satisfied (a predetermined closing condition is satisfied). The main CPU 201 updates a variable positioned in the main RAM 203 in order to close the special winning opening 15 when any of the conditions is satisfied. The main CPU 201 sets a value (05) indicating monitoring of the residual ball in the special winning opening in the control state flag, and stores data indicating an inter-round display command indicating that the special winning opening 15 is closed in a predetermined area of the main RAM 203. set. Data indicating the display command between rounds set in this way is supplied as a display command between rounds from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. As a result, in the sub-control circuit 300, it is possible to recognize that the special winning opening 15 is closed and that the predetermined round has ended. The main CPU 201 sets the winning ball remaining ball monitoring time (for example, 1 second) in the waiting time timer. That is, it is set so that the process of step S78 is executed after the winning ball residual ball monitoring time has elapsed. Note that the main CPU 201 does not execute the above-described processing when none of the conditions is satisfied. If this process ends, the process moves to a step S78.

  In step S78, a special winning opening residual ball monitoring process is executed. In this process, the main CPU 201 indicates that the control state flag is a value (05) indicating monitoring of the winning ball residual ball and when the time of monitoring of the winning ball residual ball has elapsed, It is determined whether or not the condition that the number of times of release is equal to or greater than the maximum value (the final round) is satisfied. When this condition is satisfied, the main CPU 201 sets a value (07) indicating the big hit end interval in the control state flag, and sets a time corresponding to the big hit end interval in the waiting time timer. In other words, after the time corresponding to the big hit end interval has elapsed, the setting of step S79 is executed. Further, the main CPU 201 sets data indicating a jackpot end display command indicating the end of the jackpot gaming state in a predetermined area of the main RAM 203. The data indicating the big hit end display command set in this way is supplied as a big hit end display command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 of FIG. As a result, the sub control circuit 300 can recognize that the big hit gaming state has ended. On the other hand, when this condition is not satisfied, the main CPU 201 sets a value (06) indicating management of the special winning opening reopening waiting time in the control state flag. Further, the main CPU 201 sets a time corresponding to the interval between rounds in the waiting time timer. That is, after the time (for example, 1 second) corresponding to the interval between rounds has passed, the setting of step S76 is executed. If this process ends, the process moves to a step S79.

  In step S79, a big hit end interval process is executed. As will be described in detail later with reference to FIG. 20, the main CPU 201 indicates the end of the special symbol game when the control state flag is a value (07) indicating the jackpot end interval and the time corresponding to the jackpot end interval has elapsed. The value (08) is set in the control state flag. That is, it is set to execute the process of step S80. The main CPU 201 performs control to shift to the probability variation state when the special symbol is in the probability variation big hit mode, and performs control to shift to the normal gaming state when the special symbol is in the normal jackpot mode. It becomes. That is, when it is determined that the main CPU 201 shifts to the specific gaming state, the main CPU 201 determines whether or not to shift to the probability changing state (special gaming state) after the end of the specific gaming state, and is determined to shift to the probability changing state. In such a case, after the specific game state ends, control for shifting to the probability change state is performed. In the present embodiment, such a main CPU 201 corresponds to an example of a special gaming state determination unit and a special gaming state transition control unit. Further, the main CPU 201 performs control to shift to the time-saving state after the big hit gaming state is finished. When the main CPU 201 decides to shift to the probable change state and the short-time state after the big hit gaming state is finished, the main CPU 201 stores data indicating a game state command indicating the shift to the probable change state and the short-time state in a predetermined area of the main RAM 203. Set to. Further, the data indicating the gaming state command set in this way is supplied as a gaming state command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. Thereby, in the sub-control circuit 300, it becomes possible to recognize the gaming state that shifts after the end of the specific gaming state. If this process ends, the process moves to a step S80.

  In step S80, a special symbol game end process is executed. In this process, when the control state flag is a value (08) indicating the end of the special symbol game, the main CPU 201 stores and updates the data indicating the number of holdings (starting storage information) so as to decrease by “1”. Then, the main CPU 201 updates the special symbol storage area in order to perform the next fluctuation display. The main CPU 201 sets a value (00) indicating a special symbol storage check. That is, it is set to execute the process of step S72. When this process is finished, this subroutine is finished.

  As described above, the special symbol game is executed by setting the control state flag. Specifically, as shown in FIG. 16, the main CPU 201 sets the control status flag to “00”, “01”, “02”, when the big hit determination result is out of order when the big hit gaming state is not set. By setting “08” in order, the processing of step S72, step S73, step S74, and step S80 shown in FIG. 15 is executed at a predetermined timing. In addition, when the main CPU 201 is not in the big hit gaming state, when the result of the big hit determination is a big hit, the main CPU 201 sets the control state flag in order of “00”, “01”, “02”, “03”, The processing of step S72, step S73, step S74, and step S75 shown in FIG. 15 is executed at a predetermined timing, and control to the big hit gaming state is executed. Further, when the control to the big hit gaming state is executed, the main CPU 201 sets the control state flags in order of “04”, “05”, “06”, thereby performing step S77 shown in FIG. The processing of step S78 and step S76 is executed at a predetermined timing, and the specific game is executed. When a specific game is being executed and the end condition (specific game end condition) for the big hit gaming state is satisfied, “04”, “05”, “07”, and “08” are set in this order. Thus, the processing from step S77 to step S80 shown in FIG. 15 is executed at a predetermined timing, and the big hit gaming state is terminated. The specific game ending condition is to end the big hit gaming state on condition that the maximum number of continuation of the big hit round (upper limit number of rounds) has ended.

[Special symbol memory check processing]
The subroutine executed in step S72 in FIG. 15 will be described with reference to FIG.

  First, as shown in FIG. 17, it is determined whether or not the control state flag is a value (00) indicating a special symbol storage check (step S101), and the control state flag is a value indicating a special symbol storage check. If it is determined that there is, the process proceeds to step S102. If it is not determined that the control state flag is a value indicating a special symbol storage check, this subroutine is terminated. In step S102, it is determined whether or not the reserved number is “0”. If it is determined that the data indicating the reserved number is “0”, the process proceeds to step S103, and the reserved number is stored. If it is not determined that the data indicating “0” is “0”, the process proceeds to step S104.

  In step S103, a demonstration display process is executed. In this process, the main CPU 201 stores in the main RAM 203 a variable for supplying a demo display command to the sub-control circuit 300 in order to perform a demo display. Thereby, the sub-control circuit 300 can recognize that the customer waiting state (predetermined waiting state) has been entered. When this process is finished, this subroutine is finished.

  In step S104, a process of setting a value (01) indicating special symbol variation time management as a control state flag is executed. In this process, the main CPU 201 stores a value indicating special symbol variation time management in the control state flag. If this process ends, the process moves to a step S105.

  In step S105, a big hit determination process is executed. In this process, the main CPU 201 reads the high probability flag, and based on the read high probability flag, one big hit from a plurality of big hit judgment tables (see FIG. 6) having different numbers of big hit judgment values (big hit judgment values). Select a judgment table. When the high probability flag is a predetermined value (for example, “77”), that is, when the gaming state is a probable change state, the probability of shifting to the big hit gaming state is improved as compared to the normal gaming state. is there. Then, the main CPU 201 refers to the jackpot determination random number extracted at the time of starting winning, and the selected jackpot determination table. As a result, the main CPU 201 determines whether or not to shift to the big hit gaming state. That is, the main CPU 201 determines whether or not to shift to a specific gaming state advantageous to the player when a predetermined variable display start condition is satisfied. In the present embodiment, the main CPU 201 that executes such processing corresponds to an example of a specific game transition determination unit. If this process ends, the process moves to a step S107.

  In step S107, the main CPU 201 executes a special symbol determination process. In this process, the main CPU 201 determines a special symbol to be derived and displayed depending on whether it is a big hit or not. Specifically, the main CPU 201 refers to the jackpot type determination table (see FIG. 7), determines the jackpot type, and determines a special symbol corresponding to the jackpot type. That is, the main CPU 201 determines the result of variable display of special symbols. The main CPU 201 that executes such processing corresponds to an example of a display result determination unit. In other words, the main CPU 201 determines the gaming state to be transferred by determining the special symbol to be derived and displayed. The data indicating the special symbol to be derived and stored as described above is supplied to the special symbol display LEDs 23a and 23b. As a result, the special symbol display LEDs 23a and 23b are made to display the determined special symbol. Further, the data indicating the special symbol to be derived and displayed stored in this way is supplied as a derived symbol designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. The The sub CPU 301 of the sub control circuit 300 executes the effect display according to the received derived symbol designation command. If this process ends, the process moves to a step S109.

  In step S109, a variation pattern determination process is executed. In this process, the main CPU 201 extracts a rendering condition selection random value. The main CPU 201 selects a variation pattern distribution table for determining a variation pattern based on the special symbol determined in step S107. Then, the main CPU 201 determines a variation pattern based on the rendering condition selection random number extracted from the rendering condition selection random number counter and the selected variation pattern distribution table, and stores the variation pattern in a predetermined area of the main RAM 203. The main CPU 201 determines the variation display mode (in particular, the variation display time) of the special symbol based on the data indicating such a variation pattern. The data indicating the variation pattern thus stored is supplied to the special symbol display LEDs 23a and 23b. As a result, the special symbol display LEDs 23a and 23b are variably displayed with the variation pattern determined by the special symbol. That is, the main CPU 201 performs control for deriving and displaying the result of variable symbol special display based on the result determined in step S105 or step S107. In the present embodiment, such a main CPU 201 corresponds to an example of a variable display control unit. Further, in the present embodiment, such special symbol display LEDs 23a and 23b correspond to an example of variable display means for variably displaying special symbols. Further, the data indicating the variation pattern stored in this way is supplied as a variation pattern designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. The sub CPU 301 of the sub control circuit 300 executes an effect display according to the received variation pattern designation command. If this process ends, the process moves to a step S110.

  In step S110, a process of setting a variation time corresponding to the determined variation pattern in the waiting time timer is executed. In this process, the main CPU 201 calculates the fluctuation time based on the fluctuation pattern determined by the process of step S109 and the fluctuation time table indicating the fluctuation time of the fluctuation pattern, and sets a value indicating the fluctuation time. Store in the waiting time timer. Then, a process of clearing the storage area used for the current variation display is executed (step S111). When this process is finished, this subroutine is finished.

[Special symbol display time management process]
The subroutine executed in step S74 in FIG. 15 will be described with reference to FIG.

  First, as shown in FIG. 18, it is determined whether or not the control state flag is a value (02) indicating special symbol display time management (step S131), and whether or not the waiting time timer is “0”. A determination is made (step S132). In this process, when the main CPU 201 determines that the control state flag is a value indicating the special symbol display time management and the waiting time timer is “0”, the process proceeds to step S133. On the other hand, if the main CPU 201 does not determine that the control state flag is a value indicating the special symbol display time management, or if it does not determine that the waiting time timer is “0”, the main CPU 201 Exit the subroutine.

  In step S133, it is determined whether or not it is a big hit. In this process, the main CPU 201 determines whether or not it has been determined that it is a big hit by the process of step S105 in FIG. If the main CPU 201 determines that it is a big hit, it moves the process to step S134, and if it determines that it is not a big hit, moves the process to step S136.

  In step S134, a process of setting a value (03) indicating jackpot start interval management as a control state flag is executed. In this process, the main CPU 201 stores a value indicating the big hit start interval management in the control state flag. And the process which sets the time corresponding to a big hit start interval to a waiting time timer is performed (step S135). In this process, the main CPU 201 reads a predetermined time until the big hit gaming state is started. Then, the main CPU 201 stores a value indicating the read waiting time in the waiting time timer. Further, the main CPU 201 clears the high probability flag, the hour / hour flag, and the hour / hour counter located in a predetermined area of the main RAM 203. That is, the main CPU 201 controls the progress of the game, and when the result of the variable display of the special symbol becomes a specific display mode, the main game 201 is more advantageous to the player than the normal game state due to the establishment of a predetermined game state transition condition. Control to shift to a big hit game state is performed. In the present embodiment, the main CPU 201 that executes such processing corresponds to an example of game control means. When this process is finished, this subroutine is finished.

  On the other hand, in step S136, the main CPU 201 executes a variation shortening end determination process. Although details will be described later with reference to FIG. 19, the main CPU 201 determines whether or not to end the time-saving state. Then, the main CPU 201 executes a process of setting a value (08) indicating the end of the special symbol game as the control state flag (step S137). In this process, the main CPU 201 stores a value indicating the end of the special symbol game in the control state flag. When this process is finished, this subroutine is finished.

[Fluctuation shortening end judgment processing]
The subroutine executed in step S136 in FIG. 18 will be described with reference to FIG.

  First, as shown in FIG. 19, it is determined whether or not the time reduction flag is set (step S251). In this process, the main CPU 201 reads a value from the time reduction flag positioned in a predetermined area of the main RAM 203 and determines whether or not the time reduction flag is set depending on whether or not the value is “33”. If the main CPU 201 determines that the time reduction flag is set, it moves the process to step S252. On the other hand, when the main CPU 201 determines that the time reduction flag is not set, the main CPU 201 ends the present subroutine.

  In step S252, the main CPU 201 decrements “1” by the time counter located in the predetermined area of the main RAM 203, and shifts the processing to step S253. That is, the main CPU 201 counts the number of times that the start condition is determined that the predetermined start condition is satisfied and the special symbol is variably displayed after the end of the big hit gaming state.

  In step S253, it is determined whether or not the time reduction counter is “0”. In this process, the main CPU 201 determines whether or not the hour / hour counter located in a predetermined area of the main RAM 203 is “0”. When the main CPU 201 determines that the time counter is “0”, the main CPU 201 shifts the processing to step S254. On the other hand, if the main CPU 201 determines that the hour / counter counter is not “0”, the main CPU 201 ends the present subroutine without executing steps S254 and S255. As a result, the main CPU 201 maintains the time reduction state without shifting to the non-time reduction state.

  In step S254, the main CPU 201 clears the time reduction flag positioned in a predetermined area of the main RAM 203. As a result, the main CPU 201 performs control to shift from the short-time state to the non-short-time state when the number of special symbol variable displays reaches a predetermined number in the probability changing state or the normal gaming state. Then, the main CPU 201 sets a gaming state command indicating a non-time-saving state in a predetermined area of the main RAM 203 (step S255). The gaming state command indicating the non-short-time state set in this way is supplied as a gaming state command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. As a result, the sub-control circuit 300 can recognize that the state has shifted to the non-time saving state. When this process is finished, this subroutine is finished.

[Big hit end interval processing]
The subroutine executed in step S79 in FIG. 15 will be described with reference to FIG.

  First, as shown in FIG. 20, it is determined whether or not the control state flag is a value (07) indicating a big hit end interval (step S181), and whether or not the waiting time timer is “0”. This is performed (step S182). In this process, when the main CPU 201 determines that the control state flag is a value indicating the jackpot end interval and determines that the waiting time timer is “0”, the main CPU 201 shifts the process to step S183. On the other hand, if the main CPU 201 does not determine that the control state flag is a value indicating the big hit end interval, or if it does not determine that the waiting time timer is “0”, the main CPU 201 ends this subroutine. To do.

  In step S183, a process of setting a value (08) indicating the end of the special symbol game as the control state flag is executed. In this process, the main CPU 201 stores a value indicating the end of the special symbol game in the control state flag positioned in the main RAM 203. If this process ends, the process moves to a step S184.

  In step S184, it is determined whether or not the probability variation transition condition is satisfied. In this process, the main CPU 201 determines whether or not the probability change transition condition is satisfied depending on whether or not the jackpot symbol determined by the process of step S107 in FIG. 17 is a specific symbol. That is, the main CPU 201 determines whether or not to shift to a probability change state (special game state) in which the result of variable symbol special display is more likely to be in a specific display mode than in the normal game state. In the present embodiment, the main CPU 201 that executes such processing corresponds to an example of a special gaming state determination unit. If the main CPU 201 determines that the probability variation transition condition is satisfied, the main CPU 201 executes a process of setting a high probability flag (step S185), and moves the process to step S187. The high probability flag is read by the main CPU 201 in the above-described step S105, and the probability of shifting to the specific gaming state is improved depending on whether or not the probability changing state. That is, when it is determined that the main CPU 201 shifts to the probability change state (special game state), the main CPU 201 performs control to shift to the probability change state after the big hit game state ends. In the present embodiment, the main CPU 201 that executes such processing corresponds to an example of a special gaming state transition control unit. On the other hand, if the main CPU 201 determines that the probability variation transition condition is not satisfied, the main CPU 201 proceeds to step S187 without executing step S185. As a result, the main CPU 201 performs control to shift to the normal gaming state after the big hit gaming state ends.

  In step S187, the main CPU 201 sets “100” to the hour / hour counter positioned in a predetermined area of the main RAM 203. Then, the main CPU 201 executes processing for setting a time reduction flag (step S188). As a result, the main CPU 201 performs control to shift to the time reduction state. If this process ends, the process moves to a step S189.

  In step S189, the main CPU 201 sets a gaming state command corresponding to the gaming state to be transferred. In this process, the main CPU 201 sets a gaming state command indicating whether to shift to the probability changing state or the normal gaming state, and further, a gaming state command indicating the transition to the time saving state to a predetermined area of the main RAM 203. . The gaming state command set in this way is supplied as a gaming state command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. Thereby, the sub control circuit 300 can recognize the game state to be transferred.

[Sub control circuit main processing]
On the other hand, the sub-control circuit 300 executes the sub-control circuit main process. The sub control circuit main process will be described with reference to FIG. The sub-control circuit main process is a process that starts when the power is turned on.

  First, as shown in FIG. 21, the sub CPU 301 executes an initial setting process such as RAM access permission and work area initialization (step S201). If this process ends, the process moves to a step S202.

  In step S202, the sub CPU 301 executes a random number update process. In this process, the sub CPU 301 updates the random number values of various random number counters positioned in a predetermined area of the work RAM 303. If this process ends, the process moves to a step S203.

  In step S203, the sub CPU 301 executes command analysis processing. Although details will be described later with reference to FIGS. 24 and 25, the received command is analyzed, and processing corresponding to the analyzed command is executed. If this process ends, the process moves to a step S207.

  In step S207, the sub CPU 301 executes effect control processing. Although details will be described later with reference to FIG. 27, control is performed to execute an effect executed in response to a command supplied from the main control circuit 200. If this process ends, the process moves to a step S204.

  In step S204, the sub CPU 301 executes display control processing. Although described later in detail with reference to FIG. 29, the sub CPU 301 performs image display control in the liquid crystal display device 21.

  Then, the sub CPU 301 executes a sound control process for controlling sounds generated from the speakers 8a and 8b (step S205) and a lamp control process for controlling light emission of various lamps / LEDs 39a (step S206). When this process ends, the process is moved again to step S202.

  As described above, in the sub control circuit main process, after the initial setting process in step S201 is completed, the processes from step S202 to step S206 are repeatedly executed.

[Command interrupt processing]
Further, the sub control circuit 300 executes the command interrupt process at a predetermined timing (for example, the timing at which the command is received). This command interruption process will be described with reference to FIG.

  First, as shown in FIG. 22, the sub CPU 301 saves the register (step S <b> 221), and stores various received commands received from the main control circuit 200 in a command buffer located in a predetermined area of the work RAM 303. (Step S222). Then, the sub CPU 301 restores the register saved in step S221 (step S223). When this process is finished, this subroutine is finished.

[VDP interrupt processing]
Further, the sub control circuit 300 executes the VDP interrupt process at a predetermined timing (for example, at a certain period such as a vertical synchronization timing (1/60 s) in the display device). This VDP interrupt process will be described with reference to FIG.

  First, as shown in FIG. 23, the sub CPU 301 saves the register (step S231), increments the VDP counter positioned in a predetermined area of the work RAM 303, and stores it (step S232). This VDP counter is a counter for displaying an image, and counts the timing for displaying the image. Specifically, the VDP counter is incremented by “1” every time this process called at each vertical synchronization timing is executed. Thus, in the display control process (see FIG. 29) described later, the sub CPU 301 supplies data for performing display control to the image control circuit 305 every time the VDP counter increases by “2”. That is, the sub CPU 301 that executes this process counts the timing for displaying an image. Then, the sub CPU 301 restores the register saved in step S231 (step S233). When this process is finished, this subroutine is finished.

[Command analysis processing]
The subroutine executed in step S203 in FIG. 21 will be described with reference to FIGS.

  First, as shown in FIG. 24, the sub CPU 301 determines whether or not there is a reception command (step S401). In this process, the sub CPU 301 determines whether or not there is a received command depending on whether or not the command is stored in the command buffer in step S222 of the command interrupt process (see FIG. 22). In this process, if the sub CPU 301 determines that there is a received command, it reads the command data from the command buffer located in a predetermined area of the work RAM 303 (step S402), and moves the process to step S403. On the other hand, if the sub CPU 301 determines that there is no received command, the sub CPU 301 ends this subroutine.

  That is, the sub CPU 301 that executes Step S402 receives various commands (for example, a variation pattern designation command, a derived symbol designation command, etc.) transmitted by the main control circuit 200. In the present embodiment, the sub CPU 301 that executes step S402 corresponds to an example of a command receiving unit.

  In step S403, the sub CPU 301 determines whether or not a variation pattern designation command has been received. In this process, the sub CPU 301 determines whether or not a variation pattern designation command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that the variation pattern designation command has been received, the sub CPU 301 executes an effect pattern determination process for determining an effect pattern associated with the variable display of the decorative symbols (step S404), and ends this subroutine. To do. On the other hand, if the sub CPU 301 determines that it has not received the variation pattern designation command, it moves the process to step S406.

  In step S406, the sub CPU 301 determines whether or not a derived symbol designation command has been received. In this process, the sub CPU 301 determines whether or not a derived symbol designation command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that the derived symbol designation command has been received, the sub CPU 301 executes a derived symbol determination process for determining a decorative symbol to be derived and displayed (step S407). Further, the sub CPU 301 determines whether it is a probable big hit or a normal big hit based on the derived symbol designation command, and sets data indicating a gaming state to be shifted after the big hit gaming state is finished in a predetermined area of the work RAM 303. . When this process is finished, this subroutine is finished. On the other hand, if the sub CPU 301 determines that it has not received the derived symbol designation command, it moves the process to step S408.

  In step S408, the sub CPU 301 determines whether or not a gaming state command has been received. In this process, the sub CPU 301 determines whether or not a gaming state command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that a gaming state command has been received, the sub CPU 301 sets data corresponding to the gaming state command (step S409) and ends this subroutine. On the other hand, if the sub CPU 301 determines that it has not received a gaming state command, it moves the process to step S411 in FIG.

  In step S411 in FIG. 25, the sub CPU 301 determines whether or not a special winning opening open display command has been received. In this process, the sub CPU 301 determines whether or not a special winning opening open display command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that it has received the special winning opening open display command, it moves the process to step S412. On the other hand, if the sub CPU 301 determines that it has not received the display command during opening of the special winning opening, it sets the effect control data corresponding to the received command (step S410), and ends this subroutine. Specifically, if the sub CPU 301 determines that a demonstration display command has been received, the sub CPU 301 sets data indicating the demonstration display command in a predetermined area of the work RAM 303.

  In step S412, the sub CPU 301 determines whether or not there are 12 rounds. In this process, the sub CPU 301 determines whether or not the number of rounds is 12 based on the number of times that the special winning opening opening display command is received. If the sub CPU 301 determines that there are 12 rounds, it moves the process to step S413. On the other hand, if the sub CPU 301 determines that it is not 12 rounds, it moves the process to step S414. In the present embodiment, the number of rounds can be identified based on the number of receptions of the display command for opening the special winning opening. However, the present invention is not limited to this. The number of rounds may be identified by including identifiable information.

  In step S413, the sub CPU 301 sets mini game effect data for executing the mini game in a predetermined area of the work RAM 303. As a result, the sub CPU 301 performs control to execute the mini game from 12 rounds. That is, the sub CPU 201 performs control to execute a sub game (separate game) in the big hit gaming state, and the liquid crystal display device 21 executes a predetermined sub game. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of another game execution control unit, and such a liquid crystal display device 21 corresponds to an example of another game execution unit. When this process is finished, this subroutine is finished.

  In step S414, the sub CPU 301 determines whether or not there are 15 rounds. In this process, the sub CPU 301 determines whether or not the number of rounds is 15 based on the number of times that the special winning opening opening display command is received. If the sub CPU 301 determines that there are 15 rounds, it moves the process to step S415. On the other hand, if the sub CPU 301 determines that it is not 15 rounds, the presentation data corresponding to each round is set in a predetermined area of the work RAM 303 (step S418), and this subroutine is terminated.

  In step S415, the sub CPU 301 executes a total score calculation process. Although details will be described later with reference to FIG. 26, the sub CPU 301 executes a process of calculating a total point as a total score. If this process ends, the process moves to a step S416.

  In step S416, the sub CPU 301 determines the content of the effect based on the total score. In this process, the sub CPU 301 reads out the total points (total score) calculated in step S415 from a predetermined area of the work RAM 303, and determines whether or not it is 80 points or more. If the sub CPU 301 determines that the score is 80 points or more, the sub CPU 301 randomly determines whether or not to set the rank S (for example, the rank S or the like with a probability of 75% at the time of probability variation). When the sub CPU 301 is not determined to be rank S or the total point is less than 80 points, the sub CPU 301 refers to the rank determination table (see FIG. 10), selects a rank corresponding to the total point, and selects the rank. The content of the effect corresponding to the ranked rank is determined, and the effect data of the effect content is set in a predetermined area of the work RAM 303 (step S417). That is, the sub CPU 301 determines the calculated total score (determination score), and selects one of a plurality of types of effect data based on the determined total score. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a score determination unit and an effect data selection unit. When this process is finished, this subroutine is finished.

  Then, the sub CPU 301 and the image control circuit 305 perform control for causing the liquid crystal display device 21 and the like to execute an effect based on the total points of the mini game, as shown in FIG. 12C, based on the set effect data. Do. That is, the sub CPU 301 and the image control circuit 305 perform control to execute an effect based on the effect data selected in step S416. Such a sub CPU 301 and the image control circuit 305 correspond to an example of an effect execution control unit.

[Total score calculation process]
The subroutine executed in step S415 in FIG. 21 will be described with reference to FIG.

  First, as shown in FIG. 26, the sub CPU 301 reads a button operation number counter and a hit number counter from predetermined areas of the work RAM 303 (step S421), and executes a hit rate calculation process (step S422). In this process, the sub CPU 301 calculates the hit rate by multiplying the value of the hit number counter by the value of the button operation number counter. That is, the sub CPU 301 determines the hit rate (the operation button 50 is operated at a specific successful operation timing) based on the counted button operation count counter (operation count) and the hit count counter (success count). Success rate). In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a success rate determination unit. Then, the sub CPU 301 executes a total point calculation process (step S423). In this process, the sub CPU 301 reads the value of the button operation number counter, the calculated hit rate, the quick hit number counter, the good hit number counter, and the poor hit number counter. Further, the sub CPU 301 multiplies the base point corresponding to the number of button operations by the hit rate, adds a value twice that of the good hit number counter and the value of the good hit number counter as a bonus point, and subtracts the value of the poor hit number counter. The calculation is performed and set in a predetermined area of the work RAM 303. If this process ends, the process moves to a step S424.

  In step S424, the sub CPU 301 determines whether or not the total point is “100” or more. In this process, if the sub CPU 301 determines that the total point is “100” or more, it sets “99” to the total point (step S425), and moves the process to step S426. On the other hand, if the sub CPU 301 determines that the total point is “99” or less, it moves the process to step S426 without executing step S425. As a result, when the total point is “100” or more, it is set to “99”.

  In step S <b> 426, the sub CPU 301 determines whether the poor hit and the missed swing are “0” and the total point is “99”. In this process, the sub CPU 301 reads the value from the poor hit counter, the idling counter, and the total point, and when it is determined that the poor hit and the idling are “0” and the total point is “99”, the total point is obtained. Is set to "100" (step S427), and this subroutine is terminated. On the other hand, if the sub CPU 301 determines that the poor hit, the idling is not “0”, or the total point is not “99”, the sub-CPU 301 ends this subroutine without executing step S427. As a result, when it is determined that the poor hit and the missed swing are “0” and the total point is “99”, the total point is set as “100”. When the rank is determined based on the rank determination table (see FIG. 10), when the total point is determined to be “100”, the total point is handled as “99”.

  As described above, the sub CPU 301 makes a determination based on the hit rate (success rate) determined based on the counted button operation count counter (operation count) and the hit count counter (success count). The total points (determination score) for doing this will be calculated. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a determination score calculation unit.

[Production control processing]
The subroutine executed in step S207 in FIG. 21 will be described with reference to FIG.

  First, as shown in FIG. 27, the sub CPU 301 executes a button operation control process (step S211). Although details will be described later with reference to FIG. 28, in the mini game executed in the big hit gaming state, various controls according to the operation are performed. If this process ends, the process moves to a step S212.

  In step S212, the sub CPU 301 executes various other effect control processes. In this processing, the sub CPU 301 executes other effect control processes other than the effects associated with the button operation described above, such as effects associated with variable display of decorative symbols and effects in the big hit gaming state. When this process is finished, this subroutine is finished.

[Button operation control processing]
The subroutine executed in step S211 in FIG. 27 will be described with reference to FIG.

  First, as shown in FIG. 28, the sub CPU 301 determines whether or not a mini game is being played (step S451). In this process, the sub CPU 301 determines whether or not the mini game is being performed, depending on whether or not the round control from the 12th round to the 14th round is being performed. In this process, if the sub CPU 301 determines that the mini game is being played, it moves the process to step S452. On the other hand, if the sub CPU 301 determines that the mini game is not being played, the sub CPU 301 ends this subroutine.

  In step S452, the sub CPU 301 determines whether or not the left button 50a is turned on. In this process, if the sub CPU 301 determines that the left button 50a has been turned on, it moves the process to step S453. On the other hand, if the sub CPU 301 determines that the left button 50a is not turned on, it moves the process to step S455.

  In step S453, the sub CPU 301 executes a left button hit determination process. In this process, the sub CPU 301 determines the mode in which the object corresponding to the left button 50a is out of the hole, determines whether the hit is good hit, good hit, poor hit or no hit, and the hit determination result The effect data when the left button is operated corresponding to is set in a predetermined area of the work RAM 303 (step S454). That is, in the sub game (separate game), the sub CPU 301 determines a score such as a quick hit, a good hit, a poor hit, and no hit according to the operation timing of the operation button 50. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a score determination unit. If this process ends, the process moves to a step S461.

  In step S455, the sub CPU 301 determines whether or not the middle button 50b is turned on. In this process, if the sub CPU 301 determines that the middle button 50b has been turned on, it moves the process to step S456. On the other hand, if the sub CPU 301 determines that the middle button 50b is not turned on, it moves the process to step S458.

  In step S456, the sub CPU 301 executes a middle button hit determination process. In this process, the sub CPU 301 determines the mode in which the object corresponding to the middle button 50b is out of the hole, determines whether the hit is good hit, good hit, poor hit or no hit, and the hit determination result. The effect data when the middle button is operated corresponding to is set in a predetermined area of the work RAM 303 (step S457). That is, in the sub game (separate game), the sub CPU 301 determines a score such as a quick hit, a good hit, a poor hit, and no hit according to the operation timing of the operation button 50. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a score determination unit. If this process ends, the process moves to a step S461.

  In step S458, the sub CPU 301 determines whether or not the right button 50c is turned on. In this process, if the sub CPU 301 determines that the right button 50c has been turned on, it moves the process to step S459. On the other hand, when determining that the right button 50c is not turned on, the sub CPU 301 ends the present subroutine.

  In step S459, the sub CPU 301 executes right button hit determination processing. In this processing, the sub CPU 301 determines the mode in which the object corresponding to the right button 50c is out of the hole, determines whether the hit is good hit, good hit, poor hit or no hit, and the hit determination result The effect data when the right button is operated corresponding to is set in a predetermined area of the work RAM 303 (step S460). That is, in the sub game (separate game), the sub CPU 301 determines a score such as a quick hit, a good hit, a poor hit, and no hit according to the operation timing of the operation button 50. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a score determination unit. If this process ends, the process moves to a step S461.

  In step S461, the sub CPU 301 increments the button operation number counter positioned in a predetermined area of the work RAM 303 by “1”. That is, the sub CPU 301 counts the number of times that the operation button 50 is operated in the sub game (separate game). In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of an operation count counting unit.

  Then, the sub CPU 301 increments the counter corresponding to the operation mode by “1”. Specifically, if the sub CPU 301 determines that the operation mode is a quick hit, the sub CPU 301 increments the quick hit number counter and the hit number counter positioned in a predetermined area of the work RAM 303 by “1”, and the operation mode Is determined to be a good hit, the good hit number counter and the hit number counter positioned in a predetermined area of the work RAM 303 are incremented by “1”. That is, the sub CPU 301 counts the number of times that the operation button 50 has been operated at a specific successful operation timing. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a success count counting unit. Further, when the sub CPU 301 determines that the operation mode is poor, the sub CPU 301 increments the poor hit number counter positioned in a predetermined area of the work RAM 303 and determines that the operation mode does not hit. In this case, the idling number counter is incremented by “1”. In other words, the sub CPU 301 performs various operations based on the determined points such as a quick hit, a good hit, a poor hit, and no hit as a result of the operation of the operation button 50 in the mini game (separate game) to be executed. The counter value (acquired score) is calculated. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of an acquired score calculation unit.

  Then, the sub CPU 301 sets effect data indicating a button operation number counter and various counters corresponding to hit determination (step S463). In this process, the sub CPU 301 sets effect data indicating various counters corresponding to the button operation number counter and the hit determination in a predetermined area of the work RAM 303. When this process is finished, this subroutine is finished.

  Further, the sub CPU 301 and the image control circuit 305 use the effect data at the time of the set button operation, the effect data indicating the score corresponding to the hit determination and the effect data indicating the total points, and the like on the liquid crystal display device 21 as shown in FIG. And as shown to FIG. 12 (B), in a mini game, the control which displays the frequency | count of a good hit, a good hit, a poor hit, no hit, and the number of operations is performed. Further, when the sub CPU 301 and the lamp control circuit 307 are determined to be good hits, good hits, and poor hits in a mini game, the sub CPU 301 and the lamp control circuit 307 are in a mode corresponding to the determination (for example, red for good hits, The lamp / LED 39a is controlled to be turned on in a yellow state when it is poor and blue when it is poorly lit. That is, the liquid crystal display device 21 and the lamp / LED 39a perform notification corresponding to the score determined in the mini game. Such a liquid crystal display device 21 corresponds to an example of a score notification unit.

[Display control processing]
The subroutine executed in step S204 in FIG. 21 will be described with reference to FIG.

  First, as shown in FIG. 29, the sub CPU 301 determines whether or not the VDP counter is “2” (step S351). In this process, the sub CPU 301 reads the VDP counter value from the VDP counter counted in step S232 of the above-described VDP interrupt process (see FIG. 23), and determines whether it is “2”. That is, as described above, in the VDP interrupt process, the VDP counter is incremented by “1” every 1/60 s, so the sub CPU 301 determines whether 1/30 s has elapsed. In this process, if the sub CPU 301 determines that the VDP counter is “2”, it moves the process to step S352. On the other hand, if the sub CPU 301 determines that the VDP counter is not “2”, this sub-routine ends.

  In step S352, the sub CPU 301 executes control data output processing. In this processing, the sub CPU 301 supplies control data for displaying an image to the image control circuit 305. For example, the sub CPU 301 supplies control data indicating an effect such as data indicating image data to the image control circuit 305. Then, the sub CPU 301 sets “0” in the VDP counter (step S353). Then, the sub CPU 301 supplies a bank switching instruction to the image control circuit 305 (step S354). When this process is finished, this subroutine is finished.

  Thus, the score is determined based on the operation timing of the operation means, the acquired score is calculated based on the score, and the effect data is selected based on the determination score calculated based on the acquired score and the number of operations. Therefore, it is possible to promote the operation of the operation means, and to increase the willingness to participate in another game, and to perform a variety of effects based on the score according to the operation timing, the number of operations, and the determination score, Execution can improve the interest of the game.

  In addition, since the determination score is calculated based on the success rate calculated based on the number of operations and the number of successes, by providing the player with a game that requires accuracy of the operation, the willingness to operate the game is increased. It is possible to improve the interest of the game by elevating it and further executing another game.

  In addition, since the notification corresponding to the score determined by the operation timing is performed, the operation timing and the score corresponding thereto can be recognized, and further, the relationship between the operation timing and the score can be recognized, In addition to raising awareness of the operation of the operation means, it is possible to provide an opportunity to improve the operation skill of the operation means, and to improve the interest in the game.

[Second Embodiment]
In the above-described embodiment, the rank corresponding to the total points is selected and notified. However, the present invention is not limited to this, and for example, the rank is selected based on the gaming state that shifts after the jackpot gaming state ends. You may be notified. Such a second embodiment will be described below.

[Direction distribution table selection table]
The effect distribution table selection table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the effect distribution table selection table described below is not stored in the program ROM 302, data and programs having such functions may be stored in the program ROM 302.

  The effect distribution table selection table stored in the program ROM 302 is a table for selecting an effect distribution table. In this effect distribution table selection table, as shown in FIG. 30, the total points that are the total of the above-described scores and the effect distribution table are stored in association with each other. In particular, in the effect distribution table, the selection contents differ depending on whether the transition to the probability change state or the normal game state is made after the big hit gaming state is completed.

  Specifically, in the case of shifting to the probable change state after the end of the big hit gaming state, when the total points are 80 points or more and 99 or less, the effect distribution table 2 is selected, and when the total points are 60 or more and 79 or less. When the production distribution table 3 is selected and the total point is 40 or more and 59 or less, the production distribution table 4 is selected. When the total point is 20 or more and 39 or less, the production distribution table 5 is selected. When the total points are 19 or less, the effect distribution table 6 is selected. On the other hand, in the case of transition to the normal gaming state after the big hit gaming state, when the total points are 80 points or more and 99 or less, the effect distribution table 8 is selected, and when the total points are 60 or more and 79 or less, the production is performed. When the distribution table 9 is selected and the total point is 40 or more and 59 or less, the production distribution table 10 is selected, and when the total point is 20 or more and 39 or less, the production distribution table 11 is selected and the total point. Is 19 or less, the effect distribution table 12 is selected. In addition, in the case where the rank is determined as S regardless of the total points, the effect distribution table 1 is selected and the normal gaming state is entered after the big hit gaming state is ended when the probability changing state is entered after the big hit gaming state is finished. When shifting, the effect distribution table 7 is selected.

  In this way, the effect distribution table is selected based on the total points and the gaming state that is shifted to after the end of the big hit gaming state.

[Directional distribution table]
The effect distribution table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the effect distribution table described below is not stored in the program ROM 302, data and programs having such functions may be stored in the program ROM 302.

  The effect distribution table stored in the program ROM 302 is a table for determining effect contents. In the effect distribution table, as shown in FIG. 31, the contents of the effect, the type of table, and the distribution rate are stored in association with each other.

  Specifically, when the production distribution table 1 is selected, the production content S1 is selected with a probability of “90%”, the production content A1 is selected with a probability of “9%”, and “1%”. The production content A2 is selected with the probability of. When the production allocation table 2 is selected, the production content S1 is selected with a probability of “15%”, the production content A1 is selected with a probability of “50%”, and a probability of “10%”. The production content A2 is selected, and the production content B is selected with a probability of “25%”. When the production distribution table 3 is selected, the production content S1 is selected with a probability of “5%”, the production content A1 is selected with a probability of “30%”, and a probability of “15%”. The production content A2 is selected, the production content B is selected with a probability of “45%”, and the production content C is selected with a probability of “5%”. When the production allocation table 4 is selected, the production content S1 is selected with a probability of “2%”, the production content A1 is selected with a probability of “5%”, and the probability of “5%”. The production content A2 is selected, the production content B is selected with a probability of “15%”, the production content C is selected with a probability of “23%”, and the production content D is selected with a probability of “50%”. When the production allocation table 5 is selected, the production content S1 is selected with a probability of “1%”, the production content A1 is selected with a probability of “3%”, and the probability of “2%”. The production content A2 is selected, the production content C is selected with a probability of “20%”, the production content D is selected with a probability of “24%”, and the production content E is selected with a probability of “50%”. When the production distribution table 6 is selected, the production content S1 is selected with a probability of “1%”, the production content A1 is selected with a probability of “3%”, and the probability of “2%”. The production content A2 is selected, the production content D is selected with a probability of “8%”, and the production content E is selected with a probability of “86%”. When the production allocation table 7 is selected, the production content S2 is selected with a probability of “90%”, the production content A1 is selected with a probability of “1%”, and a probability of “9%”. The production content A2 is selected. When the production distribution table 8 is selected, the production content S2 is selected with a probability of “15%”, the production content A1 is selected with a probability of “10%”, and the probability of “50%”. The production content A2 is selected, and the production content B is selected with a probability of “25%”. When the production distribution table 9 is selected, the production content S2 is selected with a probability of “5%”, the production content A1 is selected with a probability of “15%”, and the probability of “30%”. The production content A2 is selected, the production content B is selected with a probability of “45%”, and the production content C is selected with a probability of “5%”. When the production allocation table 10 is selected, the production content S2 is selected with a probability of “2%”, the production content A1 is selected with a probability of “5%”, and the probability of “5%”. The production content A2 is selected, the production content B is selected with a probability of “15%”, the production content C is selected with a probability of “23%”, and the production content D is selected with a probability of “50%”. When the production distribution table 11 is selected, the production content S2 is selected with a probability of “1%”, the production content A1 is selected with a probability of “2%”, and the probability of “3%”. The production content A2 is selected, the production content C is selected with a probability of “20%”, the production content D is selected with a probability of “24%”, and the production content E is selected with a probability of “50%”. When the production allocation table 12 is selected, the production content S2 is selected with a probability of “1%”, the production content A1 is selected with a probability of “2%”, and the probability of “3%”. The production content A2 is selected, the production content D is selected with a probability of “8%”, and the production content E is selected with a probability of “86%”.

[Direction table]
An effect table stored in the program ROM 302 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG. Even if the effect table described below is not stored in the program ROM 302, it is only necessary that data and programs having such functions are stored in the program ROM 302.

  The effect table stored in the program ROM 302 is a table showing the contents of the effect. In this effect table, as shown in FIG. 32, the comment “I was moved! Congratulations on confirming the change!” Is displayed as the effect content S1, and “I was moved! The comment “Look forward to the next time!” Is displayed, and as the production content A1, the comment “Yeah! Maybe it's definitely weird !?” is displayed, and as the production content A2, “I did it! However, there is a high possibility that it is not a certainty. ”As the production content B, the comment“ I did my best! What should I do to get a higher score? ” As content C, the comment “I can still do it! Do my best next time!” Is displayed, and as the content D, “I should do my best with a little trick. It displays the comment that ", as the effect contents E, comment that" it should still Yareru! Really put out! "Is displayed.

  Thus, the production content is selected and the comment is displayed. In particular, when the production content S1 or the production content S2 is selected, it is determined to shift to the probability change state or the normal game state. Further, according to the comparison between the probability that the production content A1 is selected and the probability that the production content A2 is selected, when transitioning to the probability change state after the end of the jackpot gaming state, transition to the normal state after the end of the jackpot gaming state Since the production content A1 is easier to select than the production, and the production content A2 is set to be difficult to select, the game state can be predicted by selecting the production content A1 or the production content A2. Further, when an effect distribution table selected when the total score is high (for example, the effect distribution table 1 or the effect distribution table 7) is selected, the effect distribution selected when the total score is low. The production contents S1, the production contents S2, the production contents A1, and the production contents A2 are set more easily than when a table (for example, the production distribution table 6 or the production distribution table 12) is selected. For this reason, by obtaining a high score in the mini game, the production content S1, the production content S2, the production content A1, and the production content A2 can be easily selected, and it is easy to predict the gaming state to be shifted to after the end of the big hit gaming state. In the present embodiment, the program ROM 302 storing such an effect distribution table stores a plurality of types of effect data selection tables having different selection rates for selecting one of a plurality of types of effect data. The program ROM 302 in which such an effect table is stored corresponds to an example of the effect data selection table storage means, and a plurality of types for executing a plurality of types of effects for executing a plurality of types of effects in the big hit gaming state This corresponds to an example of effect data storage means in which the effect data is stored.

  Tables such as these are referred to, and as shown in FIG. 12 (D), comments such as “I did my best! Is it better to get a higher score ...?” Or FIG. As shown in (), a comment such as “Your rank is S” or “I was impressed! Congratulations!

  In step S416 of FIG. 25 described above, the sub CPU 301 determines the content of the effect based on the total score. In the present embodiment, the effect distribution table is selected based on the total score. Based on this, the effect content determination process is executed. In this process, the sub CPU 301 reads the total score acquired in the mini game executed from the 12th round to the 14th round from a predetermined area of the work RAM 303. In addition, the sub CPU 301 reads data indicating a gaming state to be transferred after the jackpot gaming state set based on the derived symbol designation command in step S407 from a predetermined area of the work RAM 303. Then, the sub CPU 303 refers to the effect distribution table selection table (see FIG. 30), selects the effect distribution table based on the total score and the data indicating the gaming state, and indicates the effect distribution table. Data is set in a predetermined area of the work RAM 303. That is, the sub CPU 301 determines the total score (determination score) to be updated, and selects one of a plurality of types of effect distribution tables (effect data selection table) based on the determined total score. . In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of a score determination unit and an effect data selection table selection unit.

  Then, the sub CPU 301 extracts a random value. Then, the sub CPU 301 refers to the effect distribution table (see FIG. 31), and determines the content of the effect based on the selected effect distribution table and the extracted random number value. That is, the sub CPU 301 selects one of a plurality of types of effect data based on the selected effect data selection table. In other words, the effect data selection table is selected based on the determined total score and the gaming state after the end of the jackpot gaming state specified by the derived symbol designation command received in step S406. The sub CPU 301 selects one of a plurality of types of effect data based on the determined total score and the result of determining whether or not to shift to the probable change state after the end of the big hit gaming state. Become. In the present embodiment, the sub CPU 301 that executes such processing corresponds to an example of effect data selection means.

  In this way, the performance data is selected according to the gaming state after the end of the big hit gaming state, and the expectation for the gaming state after the end of the big hit gaming state can be enhanced, and in addition, according to the gaming state A variety of performances can be executed, and the interest in games can be improved.

  In addition, based on the determination score, an effect data selection table with different selection ratios of the effect data is selected, and various effects according to the determination score can be executed, thereby improving the interest of the game. it can.

[Other Embodiments]
In the present embodiment, a plurality of mini-games are executed. However, the present invention is not limited to this. For example, one mini-game may be executed. Moreover, although one type of mini game was executed, the present invention is not limited to this, and for example, a plurality of types of mini games may be executed. Further, for example, the type of the mini game may be automatically selected at random, or the type of the mini game may be selected according to the operation of the operation means. In addition, the mini game is executed from the 12th round to the 14th round.

  Also, in this embodiment, regardless of whether or not the probability big hit, the normal big hit, after the big hit gaming state, the time-short state until the variable display of 100 special symbols is finished, but not limited to this, for example, After the end of the probable big hit gaming state, it may be set to the time-saving state until the variable display of the 100 special symbols is finished, and after the normal big hit gaming state, it may not be shifted to the time-saving state. Further, for example, after the probable big hit game state is ended, the state may be shifted to the short time state and maintained until the next big hit game state. Further, for example, after the jackpot gaming state is ended, the probability changing state may be maintained until a predetermined number of special symbol variable display ends.

  Furthermore, in the present embodiment, in the 15th round, only when a predetermined condition is satisfied, the game state to be shifted after the end of the big hit gaming state is notified in an identifiable manner. A notification that can specify the gaming state may be given at every round, such as displaying the reliability.

  Furthermore, in the present embodiment, the notification corresponding to the score determined in the mini game is performed by notifying the number of times of good hits, good hits, poor hits, and idle swings in the mini game. For example, an actual score, a hit rate, or the like may be notified. Further, for example, such a determined score may not be notified.

  Furthermore, in the present embodiment, in the mini game, the number of quick hits, good hits, poor hits, and missed swings is updated for each operation of the operation button 50, and the hit rate and total points are updated at the end of the operation period of the operation button 50. However, the present invention is not limited to this. For example, in a mini game, the hit rate, total points, etc. may be updated every time the operation button 50 is operated, in addition to the number of good hits, good hits, poor hits, and idling. Furthermore, although the content of the effect is determined based on the hit rate obtained by dividing the total number of operations by the number of good hits and the number of good hits, the present invention is not limited to this. For example, the content of the effect may be determined regardless of the hit rate. .

  Furthermore, in the present embodiment, any one of a plurality of types of effect data can be selected by selecting one from a plurality of types of effect distribution tables having different selection rates for selecting any of the plurality of types of effect data. However, the present invention is not limited to this. For example, a plurality of types of effect distribution tables having the same selection rate for selecting one of a plurality of types of effect data may be included. Further, for example, even if there is no such a plurality of effect distribution tables, it is only necessary to have one effect distribution table.

  Furthermore, in this embodiment, when the result of the variable display of the identification information becomes a specific display mode, it is determined whether or not to shift to the big hit gaming state and to shift to the probability changing state after the big hit gaming state ends. Based on the result and the total score, one of the types of effect data was selected, but not limited to this, for example, based on the total score regardless of the gaming state to be transferred after the big hit gaming state Any one of a plurality of types of effect data may be selected.

  Furthermore, in the present embodiment, description has been made on displaying images on the liquid crystal display device 21 as a main effect. However, the present invention is not limited to this. For example, sound is generated from the speakers 8a and 8b, and various lamps are used. -The light emission of LED39a etc. is good also as main productions. Moreover, these combinations may be sufficient.

[Composition of game board]
In the above-described embodiment, the entire game board 2 is configured by a permeable member. However, the present invention is not limited to this, and another mode may be used. Specifically, the game board 2 may be configured by combining a permeable member and a flat plate-like member (for example, wood). Of course, as a configuration in which a member having permeability and a member not having transparency are simply combined to form a member having transparency, the member having transparency is connected so as to be surrounded by a member having no transparency. Also good. For example, you may comprise so that the process which shields a part of game board which has permeability | transmittance may be performed. For example, a part of the game board having transparency may be painted with a color having a light shielding property. Thereby, it is possible to configure a game board that is partially permeable. Of course, instead of coating, a blasting process or a light scattering process for forming a fine rough surface by sandpaper may be performed to make it appear as if visible light is scattered and light is emitted.

  That is, the game board should just have a part at least partially permeable. In other words, if the display area 21a located behind the whole or a part of the game area 2a is configured so that the image can be viewed from the front through the vicinity of the whole or part of the game area 2a. Good. In addition, the liquid crystal display device has a display area capable of displaying a highly transmissive image, a display area is provided in front of the game board, and the entrance locus image is superimposed on a predetermined entrance locus on the game board. May be configured to be displayed.

[Configuration of display device]
In a configuration using a gaming board that does not have transparency, a display device capable of displaying various effect images is provided. This display device has a structure in which a pair of transparent acrylic plates as a protective cover and a liquid crystal display device composed of a transparent liquid crystal display device are laminated between the transparent acrylic plates, and a highly transmissive image is displayed in the display region. It can be displayed. The liquid crystal display device not only displays a highly transmissive image in the display area, but also performs variable display of special symbols, variable display of normal symbols, display of effect images for effects, and the like. In addition, above and below the liquid crystal display device, a liquid crystal backlight serving as an illuminating device as a backlight of the liquid crystal display device is provided, and an image displayed on the liquid crystal display device by lighting is provided. Make it clearly visible to the player. The liquid crystal backlight mainly employs a cold cathode tube, but the present invention is not limited to this. The display device includes a transparent acrylic plate, a liquid crystal display device, a liquid crystal backlight, and the like. However, the display device is not limited thereto, and other modes may be used. For example, a transparent acrylic plate, a liquid crystal backlight, and the like may be used. There is no problem even if only the liquid crystal display device is provided without providing it.

  As described above, the liquid crystal display device is disposed in front of the game board so that the display area and all or a part of the game area in the game board overlap, and can display a highly transmissive image in the display area. Therefore, all or part of the game area is displayed through the liquid crystal display device so that the image can be viewed from the front. In other words, the liquid crystal display device is a device that is provided in front of the game board, has a display area that allows the game board to be seen through and displays an effect image related to the game. The game board and the display device may be configured not to overlap in the depth direction.

  In the present embodiment, the control circuit is configured to include a plurality of control circuits of the main control circuit 200 and the sub control circuit 300. However, the present invention is not limited to this. For example, the sub control circuit 300 The main control circuit 200 may be configured as one board.

  In the above-described embodiment, the first type pachinko gaming machine has been described as an example. However, the present invention is not limited to this, and the second type pachinko gaming machine referred to as a wing mono, Hikoki mono, a first referred to as a right mono. It may be a three-type pachinko gaming machine or another mode. Further, in the present embodiment, the present invention is applied to a pachinko gaming machine, but the present invention is not limited thereto, and the present invention may be applied to various gaming machines such as a pachislot gaming machine and a game machine.

  Although the embodiments of the present invention have been described above, they are merely illustrative examples and do not particularly limit the present invention. That is, the present invention mainly controls a game control means for controlling the progress of a game and controlling the transition to a big hit gaming state that is more advantageous to the player than the normal gaming state by establishing a predetermined gaming state transition condition; Counts the number of operations in which the operation means is operated in another game execution means for executing a predetermined another game, an operation means operable by a player, and another game executed by the other game execution means. In another game executed by the operation number counting means and the another game execution means, a score determination means for determining a score according to the operation timing of the operation means, and based on the score determined by the score determination means, Acquired score calculating means for calculating an acquired score, effect data storage means for storing a plurality of types of effect data for executing a plurality of types of effects, and the operation counter Based on the number of operations counted by the means and the acquisition score calculated by the acquisition score calculation means, a determination score calculation means for calculating a determination score for determination, and a calculation by the determination score calculation means A score determination means for determining a determination score; an effect data selection means for selecting one of a plurality of types of effect data stored in the effect data storage means based on the determination score determined by the score determination means; An effect execution control means for performing control to execute an effect based on the effect data selected by the effect data selection means, a game control means, another game execution means, and an operation means. , Operation count counting means, score determination means, acquisition score calculation means, effect data storage means, determination score calculation means, score determination means, effect data Selection means, effect execution control means, success count counting means, success rate determination means, variable display means, display result determination means, separate game execution control means, special game state determination means, special game state transition control means, effect data selection table Specific configurations of the storage unit, the effect data selection table selection unit, the score notification unit, and the like can be appropriately changed in design.

  It should be noted that the effects described in the embodiments of the present invention only list the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

It is a front view which shows the game board in the pachinko game machine of one Embodiment of this invention. 1 is an external view showing an overview of a pachinko gaming machine according to an embodiment of the present invention. 1 is an external view showing an overview of a pachinko gaming machine according to an embodiment of the present invention. 1 is a front view showing an overview of a game board in a pachinko gaming machine according to an embodiment of the present invention. It is a block diagram which shows the main control circuit and sub control circuit which are comprised in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the jackpot determination table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the jackpot classification determination table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the base point determination table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the bonus point determination table selection table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the rank determination table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen displayed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the state transition of the control process performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the production | presentation distribution table selection table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the production | presentation distribution table in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the production | presentation table in the pachinko game machine of one Embodiment of this invention.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Pachinko machine 2 Game board 2b Game member 7a Launch handle 14,17 Start prize opening 15 Large prize opening 21 Liquid crystal display device 21a Display area 23a, 23b Special symbol display LED
200 Main control circuit 201 Main CPU
202 Main ROM
203 Main RAM
300 Sub control circuit 301 Sub CPU
302 Program ROM
303 Work RAM

Claims (5)

  1. A game control means for controlling the progress of the game and controlling the transition to a big hit gaming state that is more advantageous to the player than the normal gaming state by establishing a predetermined gaming state transition condition;
    Another game execution means for executing a predetermined another game;
    Operation means that can be operated by the player;
    In another game executed by the another game execution means, an operation number counting means for counting the number of times the operation of the operation means is performed;
    In another game executed by the another game execution means, score determination means for determining a score according to the operation timing of the operation means;
    Based on the score determined by the score determination means, an acquisition score calculation means for calculating an acquisition score;
    Effect data storage means for storing a plurality of types of effect data for executing a plurality of types of effects;
    A determination score calculating means for calculating a determination score for determination based on the number of operations counted by the operation number counting means and the acquired score calculated by the acquired score calculating means;
    Score determination means for determining the determination score calculated by the determination score calculation means;
    Effect data selection means for selecting one of a plurality of types of effect data stored in the effect data storage means based on the determination score determined by the score determination means;
    An effect execution control means for controlling the execution of an effect based on the effect data selected by the effect data selection means.
  2. In the gaming machine according to claim 1,
    A success number counting means for counting the number of times the operation of the operation means has been performed at a specific successful operation timing;
    Based on the number of operations counted by the operation number counting unit and the number of successes counted by the success number counting unit, a success rate at which the operation unit is operated at a specific successful operation timing is determined. A success rate determination means,
    The determination score calculation means has a function of calculating a determination score for determination based on the success rate determined by the success rate determination means.
  3. In the gaming machine according to claim 1 or 2,
    Variable display means for performing variable display of identification information;
    Display result determining means for determining the result of variable display of the identification information in the variable display means,
    The game control means has a function of performing control to shift to the jackpot gaming state when a result of variable display of the identification information is in a specific display mode,
    The another game execution control means performs control to execute another game in the jackpot game state,
    Special gaming state determination means for determining whether or not to shift to a special gaming state in which the result of variable display of the identification information is likely to be the specific display mode, rather than the normal gaming state;
    When it is determined by the special gaming state determination means to shift to the special gaming state, special gaming state transition control means for performing control to shift to the special gaming state after the big hit gaming state,
    The effect data storage means stores a plurality of types of effect data for executing a plurality of types of effects in the jackpot gaming state,
    The effect data selection means is a plurality of types of effect data stored in the effect data storage means based on the determination score determined by the score determination means and the result determined by the special gaming state determination means. A gaming machine having a function of selecting one of the following.
  4. In the gaming machine according to any one of claims 1 to 3,
    Effect data selection table storage means in which a plurality of types of effect data selection tables with different selection rates for selecting any one of the plurality of types of effect data are stored,
    Effect data selection table selection means for selecting one of a plurality of types of effect data selection tables stored in the effect data selection table storage means based on the determination score determined by the score determination means;
    The effect data selection means has a function of selecting one of a plurality of types of effect data stored in the effect data storage means based on the effect data selection table selected by the effect data selection table selection means. A gaming machine characterized by
  5. In the gaming machine according to any one of claims 1 to 4,
    A gaming machine comprising score notifying means for notifying corresponding to the score determined by the score determining means.
JP2007154675A 2007-06-12 2007-06-12 Game machine Expired - Fee Related JP5302515B2 (en)

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JP2008307075A true JP2008307075A (en) 2008-12-25
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Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010178930A (en) * 2009-02-05 2010-08-19 Sankyo Co Ltd Game machine
JP2010279570A (en) * 2009-06-04 2010-12-16 Sankyo Co Ltd Game machine
JP2010279571A (en) * 2009-06-04 2010-12-16 Sankyo Co Ltd Game machine
JP2011239893A (en) * 2010-05-17 2011-12-01 Taiyo Elec Co Ltd Game machine
JP2011245173A (en) * 2010-05-28 2011-12-08 Newgin Co Ltd Game machine
JP2012245069A (en) * 2011-05-25 2012-12-13 Sankyo Co Ltd Game machine
JP2013075053A (en) * 2011-09-30 2013-04-25 Heiwa Corp Game machine
JP2013111246A (en) * 2011-11-29 2013-06-10 Maruhon Industry Co Ltd Pachinko machine
JP2013150845A (en) * 2013-04-01 2013-08-08 Sankyo Co Ltd Game machine
JP2014155789A (en) * 2014-02-12 2014-08-28 Heiwa Corp Pachinko machine
JP2015062612A (en) * 2013-09-26 2015-04-09 株式会社平和 Game machine
JP2015091438A (en) * 2015-02-09 2015-05-14 株式会社平和 Pachinko machine
JP2016067361A (en) * 2014-09-26 2016-05-09 タイヨーエレック株式会社 Game machine
JP2016120423A (en) * 2016-04-07 2016-07-07 株式会社三洋物産 Game machine

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JP2002018038A (en) * 2000-06-30 2002-01-22 Sankyo Kk Game machine
JP2005131142A (en) * 2003-10-30 2005-05-26 Samii Kk Pinball machine
JP2005230056A (en) * 2004-02-17 2005-09-02 Namco Ltd Game device and program
JP2005278663A (en) * 2004-03-26 2005-10-13 Sankyo Kk Game machine
JP2006158723A (en) * 2004-12-08 2006-06-22 Namco Bandai Games Inc Game machine, and program
JP2006223747A (en) * 2005-02-21 2006-08-31 Olympia:Kk Pinball game machine, program, and storage medium
JP2007029656A (en) * 2005-07-29 2007-02-08 Sankyo Kk Game machine

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002018038A (en) * 2000-06-30 2002-01-22 Sankyo Kk Game machine
JP2005131142A (en) * 2003-10-30 2005-05-26 Samii Kk Pinball machine
JP2005230056A (en) * 2004-02-17 2005-09-02 Namco Ltd Game device and program
JP2005278663A (en) * 2004-03-26 2005-10-13 Sankyo Kk Game machine
JP2006158723A (en) * 2004-12-08 2006-06-22 Namco Bandai Games Inc Game machine, and program
JP2006223747A (en) * 2005-02-21 2006-08-31 Olympia:Kk Pinball game machine, program, and storage medium
JP2007029656A (en) * 2005-07-29 2007-02-08 Sankyo Kk Game machine

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010178930A (en) * 2009-02-05 2010-08-19 Sankyo Co Ltd Game machine
JP2010279570A (en) * 2009-06-04 2010-12-16 Sankyo Co Ltd Game machine
JP2010279571A (en) * 2009-06-04 2010-12-16 Sankyo Co Ltd Game machine
JP2011239893A (en) * 2010-05-17 2011-12-01 Taiyo Elec Co Ltd Game machine
JP2011245173A (en) * 2010-05-28 2011-12-08 Newgin Co Ltd Game machine
JP2012245069A (en) * 2011-05-25 2012-12-13 Sankyo Co Ltd Game machine
JP2013075053A (en) * 2011-09-30 2013-04-25 Heiwa Corp Game machine
JP2013111246A (en) * 2011-11-29 2013-06-10 Maruhon Industry Co Ltd Pachinko machine
JP2013150845A (en) * 2013-04-01 2013-08-08 Sankyo Co Ltd Game machine
JP2015062612A (en) * 2013-09-26 2015-04-09 株式会社平和 Game machine
JP2014155789A (en) * 2014-02-12 2014-08-28 Heiwa Corp Pachinko machine
JP2016067361A (en) * 2014-09-26 2016-05-09 タイヨーエレック株式会社 Game machine
JP2015091438A (en) * 2015-02-09 2015-05-14 株式会社平和 Pachinko machine
JP2016120423A (en) * 2016-04-07 2016-07-07 株式会社三洋物産 Game machine

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