JP2011172860A - Gimmick controlling device and pachinko game machine - Google Patents

Gimmick controlling device and pachinko game machine Download PDF

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JP2011172860A
JP2011172860A JP2010041083A JP2010041083A JP2011172860A JP 2011172860 A JP2011172860 A JP 2011172860A JP 2010041083 A JP2010041083 A JP 2010041083A JP 2010041083 A JP2010041083 A JP 2010041083A JP 2011172860 A JP2011172860 A JP 2011172860A
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lamp
data
effect
layer
reel
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JP2010041083A
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JP5017395B2 (en
Inventor
Jo Someya
Hidenori Tanaka
丈 染矢
秀典 田中
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Kyoraku Sangyo Kk
京楽産業.株式会社
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Abstract

<P>PROBLEM TO BE SOLVED: To reduce the amount of data, and to prevent the omission of overwriting of data in a manufacturing step. <P>SOLUTION: A setting part 503 of a lamp control part 402c sets a layer (hereinafter referred to as "layer setting") which is equivalent to the order of priority in controlling gimmicks in accordance with the contents of performances. A motion control part 504 uses motion data of the gimmicks stored in a storage part 501 and controls the motion of each gimmick by giving the priority to the gimmick set in a higher layer. A reference part 506 of the motion control part 504 refers to color data correlated to a prescribed lamp in advance when the layer is set for the prescribed lamp. A lighting control part 507 lights up the prescribed lamp by using the color data to which the reference part 506 refers and lighting pattern data of the lamp for which the layer is set. <P>COPYRIGHT: (C)2011,JPO&INPIT

Description

  The present invention relates to an accessory control device that controls an accessory on a game board and a pachinko gaming machine.

  Conventionally, when a game ball launched into the game area of the game board wins a specific starting port, a random number is acquired at the timing of starting winning by the control of the main control unit, and the random number matches a predetermined jackpot random number In this case, pachinko gaming machines are widely used in which a special symbol is stopped at a symbol indicating a jackpot and the game is shifted to a jackpot gaming state. Such a pachinko gaming machine is provided with an effect control unit that receives the result of the jackpot random number determination by the main control unit and performs an effect using an image display unit or the like.

  In addition, in such pachinko machines, in addition to displaying images on the image display section, effects such as blinking and lighting using multiple lamps, and lighting effects such as lighting or operating movable effects Is increasing. Furthermore, the entertainment mode of the game is improved by setting an effect mode in which the background image of the image display unit is different and by changing the lighting form of the lamp according to the effect mode.

  For example, a technique has been proposed in which information such as a lighting pattern and a lighting color of a lamp is stored in advance for each effect mode, and the lamp lighting format is changed according to the effect mode (Patent Document 1). See).

JP 2004-154271 A

  However, the above-described conventional technique has a problem that the amount of data increases because information such as the lamp lighting pattern and the lighting color is stored for each production content. Thereby, for example, there is a problem that a storage capacity for performing other effects cannot be secured, and various effects cannot be performed.

  In addition, when storing lamp data in the manufacturing stage, the number of data tables that need to be created increases, so there is a concern that the creation will be complicated and forgetting to rewrite the data, and forgetting to rewrite the data. When there is a problem, there is a problem that the lamp may light in an unexpected lighting pattern or color.

  The present invention eliminates the problems caused by the above-described conventional technology, and thus can reduce the amount of data for lamps and can suppress forgetting to rewrite data in the manufacturing stage and The purpose is to provide pachinko machines.

  In order to solve the above-described problems and achieve the object, the present invention employs the following configuration. Reference numerals in parentheses indicate correspondence with the embodiments in order to facilitate understanding of the present invention, and do not limit the scope of the present invention. The accessory control device (302c) according to the present invention controls an accessory control device (302c) that is provided on the game board (101) and includes a lamp (180, 181, 365, 366) that emits light. And a storage means (501) for storing operation data including color data and lighting pattern data for each accessory (510), and when controlling the accessory (510) according to the contents of the production. The setting means (503) for setting a layer corresponding to the priority order (hereinafter referred to as “layer setting”) and the operation data of the accessory (510) stored in the storage means (501) Operation control means (504) for controlling the operation of each accessory (510) by giving priority to the accessory (510) whose layer is set higher by the setting means (501), and the operation control means 504) determines whether the predetermined lamp (365) having no color data has been layer-set in the setting means (503), (505), and the determination means (505) When it is determined that the predetermined lamp (365) is set as a layer, reference means (506) for referring to color data that is predetermined and associated with the predetermined lamp (365) and the reference means (506) Lighting control means (507) for lighting the predetermined lamp (365) using the referenced color data and the lighting pattern data of the predetermined lamp (365) set in layers. And

  In the above invention, the determination means (505) determines whether or not the predetermined lamp (365) having no color data is set to a higher layer in the setting means (503), and the reference means (503) 506) refers to color data used for the lamp (181) that is predetermined and associated with the predetermined lamp (365) and is set in a lower layer, and the lighting control means (507) is the reference means. The predetermined lamp (365) is turned on using the color data referred to by (506) and the lighting pattern data of the predetermined lamp (365) set in the upper layer.

  In the above invention, the determining means (505) determines whether or not the accessory lamp (365) used at the time of a specific performance is set as a higher layer as the predetermined lamp (365, 366), and the reference A means (506) is a game board that is lit during a normal performance as a lamp set in a lower layer when the determining means (505) determines that the accessory lamp (365) is set in a higher layer. The lighting control means (507) refers to the color data of the panel lamp (181) and the lighting pattern data of the accessory lamp (365) with reference to the color data of the panel lamp (181) provided above. And used to turn on the accessory lamp (365).

  A pachinko gaming machine (100) according to the present invention includes the accessory control device (302c) described in any one of the above.

  In the present invention, when a predetermined lamp having no color data is set as a layer, the color data associated with the predetermined lamp in advance is referred to, the referenced color data and the predetermined layer set A predetermined lamp is lit using the lamp lighting pattern data. Therefore, according to the present invention, since it is not necessary to create color data for a predetermined lamp, it is possible to reduce the amount of data and to suppress forgetting to rewrite data in the manufacturing stage. Play.

It is a front view which shows an example of a pachinko gaming machine. It is a disassembled perspective view of a drum. It is explanatory drawing which showed an example of the design surface of a drum. It is a block diagram which shows the internal structure of the control part of a pachinko game machine. It is explanatory drawing which shows the outline | summary of this Embodiment. It is a block diagram which shows the functional structure of a pachinko gaming machine. It is the schematic diagram which showed the rotation state of the drum. It is the flowchart which showed the timer interruption process which a main control part performs. It is the flowchart which showed the start port SW process which a main control part performs. It is the flowchart which showed the special symbol process which a main control part performs. It is the flowchart which showed the fluctuation pattern selection process which a main control part performs. It is explanatory drawing which showed an example of the variation pattern table for jackpots. It is explanatory drawing which showed an example of the variation pattern table for reach. It is explanatory drawing which showed an example of the fluctuation pattern table for loss. It is the flowchart which showed the processing contents of production main control processing. It is the flowchart which showed the production timer interruption process which a production supervision part performs. It is the flowchart which showed the command reception process which a production control part performs. It is the flowchart which showed the command reception process which a production control part performs. It is the flowchart which showed the production | presentation button process which a production control part performs. It is the flowchart which showed the production | presentation selection process which an production supervision part performs. It is explanatory drawing which showed an example of the variation presentation pattern table for jackpots. It is explanatory drawing which showed an example of the variation production | presentation pattern table for reach. It is explanatory drawing which showed an example of the variation production | generation pattern table for loses. It is the flowchart which showed the process during change production completion which an production supervision part performs. It is explanatory drawing which showed an example of the production mode transition determination table. It is explanatory drawing which showed an example of the transfer destination determination table. It is the flowchart which showed the process during production which an production supervision part performs. It is the flowchart which showed the image / sound control process which an image / sound control part performs. It is the flowchart which showed the image / sound control process which an image / sound control part performs. It is the flowchart which showed the layer setting control process which a lamp control part performs. It is the flowchart which showed the layer creation process which a lamp control part performs. It is explanatory drawing which shows the layer data of the drive motor at the time of a drum effect start. It is explanatory drawing which shows the layer data of the drive motor at the time of stopping only a left reel. It is explanatory drawing which shows the layer data of the drive motor at the time of stopping a right reel. It is explanatory drawing which shows the layer data of the lamp | ramp at the time of stopping a right reel. It is explanatory drawing which shows the layer data of the lamp | ramp at the time of stopping only a left reel. It is explanatory drawing which shows the layer data of the lamp | ramp at the time of stopping a right reel. It is explanatory drawing which shows an example of the operation data for every control object. It is explanatory drawing which shows an example of the detail of the operation | movement data for lamps. It is the flowchart which showed the motor control process which a lamp control part performs. It is the flowchart which showed the process during rotation execution which a lamp | ramp control part performs. It is the flowchart which showed the motor stop process which a lamp control part performs. It is the flowchart which showed the reel lamp control processing which a lamp control part performs. It is explanatory drawing which showed an example of the effect at the time of stopping a left reel. It is explanatory drawing which showed an example of the effect at the time of stopping a left reel. It is explanatory drawing which showed an example of the effect at the time of stopping a middle reel. It is explanatory drawing which showed an example of the effect at the time of stopping a middle reel. It is explanatory drawing which showed an example of the effect at the time of stopping a right reel. It is explanatory drawing which showed an example of the effect at the time of stopping a right reel.

  Exemplary embodiments of an accessory control device and a pachinko gaming machine according to the present invention will be explained below in detail with reference to the accompanying drawings.

(Embodiment)
(Basic configuration of pachinko machine)
First, the basic configuration of the pachinko gaming machine according to the embodiment will be described. FIG. 1 is a front view showing an example of a pachinko gaming machine. As shown in FIG. 1, the pachinko gaming machine 100 includes a game board 101. A launcher is disposed at a lower position of the game board 101. The game ball launched by driving the launching unit rises between the rails 102 a and 102 b and reaches the upper position of the game board 101, and then falls within the game area 103.

  A plurality of nails are provided in the game area 103, and the game balls fall in an unspecified direction by the nails. In the game area 103, a windmill and various winning openings (such as a start opening and a big winning opening) that change the falling direction of the gaming balls are arranged at positions in the middle of the falling of the gaming balls.

  An image display unit 104 is disposed at a substantially central portion of the game board 101. As the image display unit 104, a liquid crystal display (LCD) or the like is used. A display frame lamp 180 is provided around the image display unit 104 and lights up in accordance with the image displayed on the image display unit 104. A first start port 105 is disposed below the image display unit 104, and a second start port 106 is disposed on the right side of the image display unit 104. The first start port 105 and the second start port 106 are winning ports for starting and winning.

  An electric tulip 107 is provided in the vicinity of the second start port 106. The electric tulip 107 takes a closed state (closed state) that makes it difficult to win the game ball to the second starting port 106 and an open state (opened state) that makes it easier to win than the closed state. Control of these states is performed by a solenoid provided in the electric tulip 107.

  The electric tulip 107 opens based on the lottery result of the normal symbol lottery performed when the game ball passes through the gate 108 disposed above the second starting port 106. The gate 108 is not limited to the right side (the illustrated position) of the image display unit 104 and may be disposed at an arbitrary position in the game area 103.

  The electric tulip 107 has a longer opening time in the game state with a time saving, and makes it easier to guide the game ball to the second starting port 106. The time-reduced gaming state is a gaming state that is set after the time-saving jackpot is over.

  In the pachinko gaming machine 100 according to the present embodiment, in the normal gaming state, the player strikes the left and aims at the first starting port 105, while the player strikes the right in the time-saving gaming state or the jackpot gaming state. This is a type of gaming machine that aims at the second starting port 106 and plays.

  Specifically, when the player strikes left, the launched game ball flows down the left side of the game area 103 as indicated by an arrow 145. On the other hand, when the player hits the right, the launched game ball flows down the right side of the game area 103 as indicated by an arrow 140. Note that a game ball that has not won the second starting port 106 by hitting the right side does not win the first starting port 105 due to the arrangement of a fixed accessory 141 below the second starting port 106 or a nail (not shown). It is like that.

  A big prize opening 109 is provided below the second start opening 106. The big winning opening 109 is a winning opening that is opened when a big hit gaming state is reached and for paying out a predetermined number (for example, 15) of winning balls by winning a game ball.

  A normal winning opening 110 is provided on the side of the image display unit 104 or below. The normal winning opening 110 is a winning opening for paying out a predetermined number (for example, 10) of winning balls by winning a game ball. The normal winning opening 110 is not limited to the position shown in the figure, and may be arranged at an arbitrary position in the game area 103. At the bottom of the game area 103, there is provided a collection port 111 for collecting game balls that have not won any winning ports.

  In the lower right part of the game board 101, a special symbol display unit 112 for displaying special symbols is arranged. The special symbol display unit 112 displays a special symbol 1 display unit for displaying a first special symbol (hereinafter referred to as “special symbol 1”) and a special symbol for displaying a second special symbol (hereinafter referred to as “special symbol 2”). 2 display units.

  When a game ball wins the first starting port 105, a first winning lottery is performed. The special figure 1 display unit displays the special figure 1 in a variable manner, and stops and displays the drawing representing the lottery result of the first lottery. When the game ball wins the second starting port 106, a second winning lottery is performed. The special figure 2 display unit displays the special figure 2 in a variable manner, and stops and displays the drawing representing the lottery result of the second lottery.

  In addition, a normal symbol display portion 113 for displaying normal symbols is arranged in the lower right portion of the game board 101. Here, the normal symbol is a symbol representing the lottery result of the normal symbol lottery. The normal symbol lottery is a lottery for determining whether or not to open the electric tulip 107 as described above. As the special symbol display unit 112 and the normal symbol display unit 113, for example, a 7-segment display is used.

  On the left side of the special symbol display unit 112 and the normal symbol display unit 113, a reserved ball display unit 114 that displays the number of reserved balls for the special symbol or the normal symbol is arranged. The reserved ball is a game ball that is won during a change of a special symbol or a normal symbol and is held in a held state. In particular, in this embodiment, a reserved ball due to winning at the first starting port 105 is referred to as a special 1 reserved ball, and a reserved ball due to winning at the second starting port 106 is referred to as a special 2 reserved ball.

  As the holding ball display unit 114, for example, an LED (Light Emitting Diode) is used. A plurality of LEDs serving as the holding ball display unit 114 are arranged, and the number of holding balls is indicated by turning on / off. Note that the notification of the holding ball is also made by display from the image display unit 104.

  A frame member 115 is provided on the outer peripheral portion of the game area 103 of the game board 101. On the two sides which are the upper side and the lower side of the game area 103 in the frame member 115, an effect light part (frame lamp) 116 is provided. The effect light units 116 each have a plurality of lamps. Each lamp irradiates the player in front of the pachinko gaming machine 100, and the irradiation direction of light can be changed in the vertical direction so that the irradiation position moves along the abdomen from the top of the player. . Each lamp is driven by a motor (not shown) provided in the effect light unit 116 so as to change the light irradiation direction in the vertical direction.

  An operation handle 117 is disposed at a lower position of the frame member 115. The operation handle 117 includes a firing instruction member 118 that drives the above-described launching unit to launch a game ball. The firing instruction member 118 is provided on the outer peripheral portion of the operation handle 117 so as to be rotated clockwise as viewed from the player. The launching unit launches a game ball when the firing instruction member 118 is directly operated by a player.

  In the frame member 115, an effect button 119 for receiving an operation by the player is provided on the lower side of the game area 103. In the frame member 115, a cross key 120 is provided next to the effect button 119. In addition, the frame member 115 incorporates a speaker that outputs sound.

  Although illustration is omitted, for example, a director is provided at a predetermined position such as around the image display unit 104. This performance agent is connected to a solenoid or a motor, and is driven by driving of the solenoid or the motor.

  Below the image display unit 104, a drum 130 serving as a movable effect character is disposed. The drum 130 includes cylindrical reels 130a to 130c arranged in parallel. Each of the reels 130a to 130c is connected to a drive motor, and each reel rotates independently. Note that the reels 130a to 130c correspond to the rotating hand of the present invention.

  Furthermore, a gimmick 135 is provided on the upper part of the image display unit 104. The gimmick 135 descends to the front of the image display unit 104 and emits light during a predetermined performance. In addition, a board lamp 181 (181a, 181b, 181c) is provided on the game board 101 and emits light during a predetermined performance.

  In the pachinko gaming machine 100, the arrangement positions of the first start opening 105 and the second start opening 106 are not limited to the arrangement positions described above. For example, in the present embodiment, the player's hitting method is changed according to the gaming state, but not limited to this, the player's hitting method is not changed according to the gaming state. Alternatively, the second start port 106 may be provided immediately below the first start port 105.

  Alternatively, the first starting port 105 may be aimed by right-handed in the normal gaming state, while the second starting port 106 may be aimed by left-handed in the time-saving gaming state or the big hit gaming state. Specifically, for example, it is essential to dispose the electric tulip 107 in the vicinity of the second start port 106, and the first start port 105 and the second start port 106 may be replaced.

(Drum structure)
Next, the configuration of the drum 130 as the movable effect combination of the present invention will be described with reference to FIG. FIG. 2A is an exploded perspective view of the drum 130. In FIG. 2A, the left reel 130 a that is a part of the configuration of the drum 130 will be described. The description of the middle reel 130b and the right reel 130c is omitted, but the configuration is the same as that of the left reel 130a. 2A, the left reel 130a includes a drive system 200 and an effect system 210.

  The drive system 200 includes a drive motor 201, a drive transmission shaft 202, a drive gear 203, and a driven gear 204. The drive motor 201 is composed of, for example, a stepping motor, and rotates the drive transmission shaft 202. The drive gear 203 is driven to rotate by the rotational force transmitted from the drive motor 201 via the drive transmission shaft 202. The driven gear 204 is meshed with the drive gear 203 and rotated by the rotational force of the drive gear 203.

  The production system 210 includes a left reel 130a. The left reel 130a is connected to the driven gear 204 via a connecting portion 211 provided on the central axis of the left reel 130a, and rotates with the rotation of the driven gear 204.

  The surface of the left reel 130a is provided with a symbol surface 212 (reference symbol surface 212a, first symbol surface 212b, and second symbol surface 212c) on which a plurality of different symbols are written. Each of the symbol surfaces 212a to 212c is evenly described in a region divided so that the central angle of the bottom surface of the left reel 130a is 120 °.

  The left reel 130a is provided with a slit 213 as a reference position. The slit 213 is detected by the photo sensor 214. For example, when the left reel 130a is stopped at a predetermined symbol surface, a control signal (number of steps) indicating the symbol surfaces 212a to 212c to be stopped is set to the drive motor 201 with the slit 213 detected by the photosensor 214 as a reference position. Is output.

  Moreover, when each reel 130a-130c rotates at the time of predetermined | prescribed effect, LED provided in each reel 130a-130c light-emits. For example, the symbol surface 212 stopped at the position on the player side in the symbol surface 212 emits light. Specifically, at the time of a predetermined effect, when the symbol surface 212 at the player side position of each of the reels 130a to 130c stops, the symbol surface 212 at the player side position emits light. In the following description, “stop” will be described as stopping at a position on the player side unless otherwise supplemented.

  The reels 130a to 130c are controlled so as to be positioned at the reference positions where the respective slits 213 are detected after the power is turned on or when a new variation is started due to the start winning.

(Example of drum design)
Next, the design surface 212 of the drum 130 will be described with reference to FIG. FIG. 2B is an explanatory diagram showing an example of the design surface 212 of the drum 130. The symbol surface 212 includes a reference symbol surface 212a, a first symbol surface 212b, and a second symbol surface 212c. The reference symbol surface 212a of the left reel 130a is a lightning mark. The first symbol surface 212b of the left reel 130a has a character “Musou”. The second pattern surface 212c of the left reel 130a has a “wind” character.

  The reference symbol surface 212a of the middle reel 130b is a six-money mark. The first pattern surface 212b of the middle reel 130b has a character “Musou”. The second pattern surface 212c of the middle reel 130b has the characters “Lin”.

  The reference symbol surface 212a of the right reel 130c is a lightning mark. The first design surface 212b of the right reel 130c has the character “Musou”. The second pattern surface 212c of the right reel 130c has the letter "fire".

  When all the reels 130a to 130c are stopped on the reference symbol surface 212a during a predetermined performance, for example, after performing an effect synchronized with an image showing lightning displayed on the image display unit 104, for example, super reach, pseudo It develops into specific effects such as continuous fluctuation effects and mode transition effects. Similarly, when all the reels 130a to 130c are stopped at the first symbol surface 212b, that is, when all the reels 130a to 130c are stopped at the characters “Musou”, a specific effect is developed. Similarly, when all the reels 130a to 130c are stopped at the second symbol surface 212c, that is, when the reels 130a to 130c are stopped at the characters “wind”, “forest”, and “fire”, a specific effect is developed. ing.

(Internal configuration of control unit of pachinko machine)
Next, the internal configuration of the control unit of the pachinko gaming machine 100 will be described with reference to FIG. FIG. 3 is a block diagram showing an internal configuration of the control unit of the pachinko gaming machine 100. As shown in FIG. As shown in FIG. 3, the control unit 300 of the pachinko gaming machine 100 includes a main control unit 301 that controls the progress of the game, an effect control unit 302 that controls the contents of the effect, and a prize ball control that controls the payout of the prize ball. Part 303. The configuration of each control unit will be described in detail below.

(1. Main control unit)
The main control unit 301 includes a CPU (Central Processing Unit) 311, a ROM (Read Only Memory) 312, a RAM (Random Access Memory) 313, an input / output interface (I / O) (not shown), and the like. The

  The main control unit 301 functions to control the progress of the game of the pachinko gaming machine 100 by executing various programs stored in the ROM 312 while the CPU 311 uses the RAM 313 as a work area. Specifically, the main control unit 301 controls the progress of the game by setting the game state in addition to the winning lottery and the normal symbol lottery. The main control unit 301 is realized by a main control board.

  The CPU 311 executes basic processing accompanying the progress of game content based on various programs stored in advance in the ROM 312. The ROM 312 stores a hold storage program, a winning determination program, a winning symbol determination program, a special symbol variation program, a special winning opening control program, a game state setting program, and the like.

  The hold storage program is a program for storing the game ball detected by the first start port SW321 as a special 1 hold ball and storing the game ball detected by the second start port SW322 as a special 2 hold ball. The hit determination program is a program for performing a hit determination for the special 1 holding ball and the special 2 holding ball. There are big hits and small hits.

  The winning symbol determination program is a program for determining a winning symbol corresponding to the winning content. There are two types of jackpot symbols: long hits that can be earned and short hits that cannot be expected. The winning symbol determination for the special 2 reserved ball makes it easier to win the winning symbol (long hit) advantageous to the player than the winning symbol determination for the special 1 reserved ball.

  The special symbol variation program is a program that stops the variation of the hit determination and the determination result of the winning symbol determination as a special symbol, and varies the variation time of the special symbol according to the number of reserved balls. The determination result of the hit determination and the winning symbol determination for the special 1 holding ball is variably stopped as the special figure 1 of the special figure 1 display unit 112a, while the determination result of the hit determination and the winning symbol determination for the special 2 reserved ball is 2 is suspended as a special figure 2 of the display unit 112b. Note that the special symbol change for the special 2 reserved ball is performed with priority over the special 1 reserved ball.

  The big prize opening control program is a program for opening the big prize opening 109, for example, for 15 rounds with a predetermined opening time corresponding to short win or long win as one round. The long winning time is to increase the number of appearances by increasing the opening time of the big winning opening 109 for each round (for example, 30 seconds) and opening the large winning opening 109 for a predetermined number of rounds (for example, 15 rounds). It is a jackpot to win.

  Short win is a big hit that cannot be won by winning the winning prize opening 109 by shortening the opening time of the winning prize opening 109 per round (for example, 0.1 second) and opening the big winning opening 109 for a predetermined number of rounds (for example, 15 rounds). It is. In addition, the small hit is a hit where the number of winnings cannot be expected, which behaves in the same way as the short hit, with 15 seconds of opening for 15 seconds × 1 round.

  The gaming state setting program sets the gaming state after the winning end to the low probability gaming state or the high probability gaming state according to the winning symbol, and adds the gaming state with time shortening or the electric chew support to which the electric chew support is added. This is a program for setting a short-lived gaming state when not. The electric chew support is a function of shortening the normal symbol variation time and lengthening the opening time of the electric tulip 107. In the game state with time saving, the game is played by right-handed, and in the game state without time-shortening, the game is played by left-handed.

  The low probability gaming state is a gaming state in which it is difficult to win a jackpot. The high probability gaming state is about 10 times easier to win than the low probability gaming state. Here, the jackpot and the gaming state after the jackpot will be described with specific examples. The jackpots include per-probability length, per-probability short-range (per-accuracy short-range), normal per-length, normal per-short (per-rush short-term), and latent short-term per hit. In the case of the probability variation length and the sudden probability short winning, after the big hit, the state shifts to a high probability gaming state (probability varying gaming state) to which a short time game is added.

  In the case of a normal hit and a short hit, the game shifts to a low-probability gaming state (time saving gaming state) to which a short-time game is added after the big hit. In the case of a short-latency win, after the big hit, the game shifts to a high-probability gaming state (latent-probable gaming state) in which a short-time game is not added. In the case of the small hit, after the small hit, the game state before the start of the small hit is shifted, that is, the gaming state is not changed.

  In addition, the main control unit 301 includes various switches (SW) for detecting a game ball, a solenoid for opening and closing an electric accessory such as a special winning opening 109, the above-described special figure 1 display unit 112a, and special figure 2 display. The unit 112b, the normal symbol display unit 113, the reserved ball display unit 114, and the like are connected.

  Specifically, the various SWs described above include a first start port SW321 that detects a game ball won in the first start port 105, and a second start port SW322 that detects a game ball won in the second start port 106. , A gate SW 323 that detects a game ball that has passed through the gate 108, a big winning opening SW 324 that detects a gaming ball that has won a prize winning opening 109, and a normal winning opening SW 325 that detects a gaming ball that has won a winning prize 110 Is connected to the main control unit 301.

  Detection results by the respective SWs (321 to 325) are input to the main control unit 301. A proximity switch or the like is used for these SWs. It should be noted that a plurality of the normal winning opening SW325 may be provided for each arrangement position of the normal winning opening 110.

  Further, as the solenoid, an electric tulip solenoid 331 that opens and closes the electric tulip 107 and a big prize opening solenoid 332 that opens and closes the big prize opening 109 are connected to the main control unit 301. The main control unit 301 controls driving of the solenoids 331 and 332.

  Further, the main control unit 301 is also connected to the effect control unit 302 and the prize ball control unit 303, and outputs various commands to the respective control units. For example, the main control unit 301 outputs commands such as a change start command and a change stop command to the effect control unit 302. Further, the main control unit 301 outputs a prize ball command to the prize ball control unit 303. The prize ball command includes information indicating the number of prize balls to be paid out.

(2. Production control unit)
The production control unit 302 includes a production control unit 302a, an image / sound control unit 302b, and a lamp control unit 302c, and has a function of controlling the production content of the pachinko gaming machine 100. The effect control unit 302 a has a function of controlling the entire effect control unit 302 based on various commands received from the main control unit 301. The image / sound control unit 302b has a function of controlling the image and sound based on the instruction content from the production control unit 302a. The lamp control unit 302c has a function of controlling lighting of lamps provided on the game board 101, the frame member 115, and the like.

(2-1. Director of Production)
First, the configuration of the production control unit 302a will be described. The production control unit 302a includes a CPU 341, a ROM 342, a RAM 343, a real time clock (hereinafter referred to as “RTC”) 344, an input / output interface (I / O) (not shown), and the like.

  The CPU 341 executes processing for determining the production content based on various programs stored in the ROM 342 in advance. The ROM 342 stores various programs necessary for the CPU 341 to execute the above processing. The RAM 343 functions as a work area for the CPU 341. The data set in the RAM 343 when the CPU 341 executes various programs is output to the image / sound controller 302b and the lamp controller 302c at a predetermined timing.

  The effect control unit 302a functions to control the entire effect control unit 302 by executing the effect control program stored in the ROM 342 while the CPU 341 uses the RAM 343 as a work area. The effect control program is a program that performs a change effect using the effect symbol in correspondence with the change of the special symbol.

  The RTC 344 counts and outputs the actual time. The RTC 344 continues the clocking operation with a backup power source (not shown) even when the power of the pachinko gaming machine 100 is cut off. Note that the RTC 344 is not limited to the example in which the RTC 344 is arranged in the production control unit 302 such as the production control unit 302a, but may be arranged in the main control unit 301. Further, the RTC 344 may be arranged alone.

  In addition, an effect button 119 is connected to the effect control unit 302a, and data indicating that the effect button 119 has been operated (pressed) from the player is input. In addition, a cross key 120 is connected to the production control unit 302a, and data corresponding to the key selected by the player is input.

(2-2. Image / Audio Control Unit)
Next, the configuration of the image / sound controller 302b will be described. The image / audio control unit 302b includes a CPU 351, a ROM 352, a RAM 353, an input / output interface (I / O) (not shown), and the like.

  The CPU 351 executes image and sound generation and output processing. The ROM 352 stores a program for generating and outputting images and sounds, various image data such as background images, design images, and character images necessary for the processing, various sound data, and the like. The RAM 353 functions as a work area for the CPU 351 and temporarily stores image data to be displayed on the image display unit 104 and audio data to be output from the speaker 354.

  That is, the image / sound control unit 302b executes various programs such as an image control program stored in the ROM 352 while the CPU 351 uses the RAM 353 as a work area, and thereby based on an instruction from the production control unit 302a. Functions to control image and sound. The image control program is, for example, a program that controls an image to be displayed on the image display unit 104 based on the stop state of the drive motor 201 detected by the lamp control unit 302c.

  Further, the CPU 351 executes various image processing and audio processing such as background image display processing, effect design variation / stop display processing, and character image display processing based on the instruction content instructed from the effect supervising unit 302a. At this time, the CPU 351 reads image data and audio data necessary for processing from the ROM 352 and writes them in the RAM 353.

  Image data such as background images and effect design images written in the RAM 353 is output to the image display unit 104 connected to the image / sound control unit 302b, and is superimposed on the display screen of the image display unit 104. . That is, the effect design image is displayed so as to be seen in front of the background image. When the background image and the design image overlap at the same position, the design image is given priority by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. Remember me.

  The audio data written in the RAM 353 is output to the speaker 354 connected to the image / audio control unit 302b, and audio based on the audio data is output from the speaker 354.

(2-3. Lamp control unit)
Next, the configuration of the lamp control unit 302c will be described. The lamp control unit 302c corresponds to the accessory control device of the present invention. The lamp control unit 302c includes a CPU 361, a ROM 362, a RAM 363, an input / output interface (I / O) (not shown), and the like. The CPU 361 executes a process for driving the drive motor 201, a process for detecting a stop state of the drive motor, a process for lighting various lamps, and the like.

  The ROM 362 stores a layer setting program, an operation control program, a color data reference program, a lighting control program, a flag setting program, and the like necessary for executing the above processing. The RAM 363 functions as a work area for the CPU 361. The RAM 363 stores operation data such as lighting pattern data of various lamps, color data of various lamps, and the like.

  The layer setting program is a program for setting a layer corresponding to the priority order when controlling the objects such as the drive motor 201 and various lamps in accordance with the contents of effects. The operation control program is a program for controlling the operation of each accessory by giving priority to an accessory whose layer is set higher, using the operation data of the accessory stored in the ROM 362.

  The color data reference program is a program that refers to color data that is previously associated with the reel lamp 365 when a predetermined lamp (reel lamp 365) that does not have color data is set in the layer. The lighting control program is a program for lighting the reel lamp 365 using the color data that is referred to by executing the color data reference program and the lighting pattern of the reel lamp 365 that is layered.

  The lamp control unit 302c is connected to the effect light unit (frame lamp) 116, the display frame lamp 180, the panel lamp 181, the reel lamp 365, and the gimmick lamp 366, and by executing the above program, Outputs data for lighting control and data for operation control.

  The reel lamp 365 is provided for each of the reels 130a to 130c. Specifically, the reel lamp 365 includes a left reel lamp 365a, a middle reel lamp 365b, and a right reel lamp 365c. The lamp control unit 302 c is connected to the gimmick 135 and controls the operation of the gimmick 135. Further, the lamp control unit 302 c is connected to the photo sensor 214 and controls the drive motor 201 based on the detection result of the slit 213 by the photo sensor 214. The drive motor 201 includes a left drive motor 201a, a middle drive motor 201b, and a right drive motor 201c.

  The production control unit 302 is composed of different boards using the production control unit 302a, the image / sound control unit 302b, and the lamp control unit 302c, but these are incorporated on the same printed board. It may be configured. However, even when they are incorporated on the same printed circuit board, their functions are assumed to be independent.

(3. Prize ball control unit)
Next, the configuration of the winning ball control unit 303 will be described. The winning ball control unit 303 includes a CPU 371, a ROM 372, a RAM 373, an input / output interface (I / O) (not shown), and the like. The CPU 371 executes a prize ball control process for controlling a prize ball to be paid out. The ROM 372 stores programs necessary for the processing. The RAM 373 functions as a work area for the CPU 371.

  The prize ball control unit 303 is connected to a payout unit (payout drive motor) 381, a launch unit 382, a fixed position detection SW 383, a payout ball detection SW 384, a ball presence detection SW 385, and a full tank detection SW 386. .

  The winning ball control unit 303 controls the paying unit 381 to pay out the number of winning balls at the time of winning. The payout unit 381 includes a motor for paying out a predetermined number from the game ball storage unit. Specifically, the prize ball control unit 303 applies the game balls won to the payout unit 381 to each prize opening (the first start opening 105, the second start opening 106, the big prize opening 109, the normal winning opening 110). Control to pay out the corresponding number of prize balls.

  Further, the prize ball control unit 303 detects the operation of launching the game ball with respect to the launch unit 382 and controls the launch of the game ball. The launcher 382 launches a game ball for gaming, and includes a sensor that detects a game operation by the player, a solenoid that launches the game ball, and the like. When the prize ball control unit 303 detects a game operation by the sensor of the launch unit 382, the game ball 103 is intermittently fired by driving a solenoid or the like in response to the detected game operation, and the game area 103 of the game board 101 is played. A game ball is sent out.

  The prize ball control unit 303 is connected to various detection units for detecting the state of the game ball to be paid out, and detects the payout state for the prize ball. These detection units include a fixed position detection SW 383, a payout ball detection SW 384, a ball presence detection SW 385, a full tank detection SW 386, and the like. For example, the prize ball control unit 303 realizes its function by a prize ball control board.

  In addition, a panel external information terminal board 387 is connected to the main control unit 301, and various information executed by the main control unit 301 can be output to the outside. The prize ball control unit 303 is also connected to the frame external information terminal board 388, and can output various information executed by the prize ball control unit 303 to the outside.

  The main control unit 301, the effect control unit 302, and the prize ball control unit 303 having the above-described configuration are provided on different printed boards (main control board, effect control board, and prize ball control board). For example, the prize ball control unit 303 can be provided on the same printed circuit board as the main control unit 301.

(Outline of this embodiment)
Next, the outline of the present embodiment will be described with reference to FIG. FIG. 4 is an explanatory diagram showing an outline of the present embodiment. In FIG. 4, a schematic diagram 400 shows panel lamp data A and drum lamp data B output from the lamp control unit 302c. The panel lamp data A is data for lighting the panel lamp 181 in red, and includes lighting pattern data and color data. The panel lamp data A is data that is constantly output during a certain performance.

  The drum lamp data B is lighting pattern data for turning on, blinking, or turning off the drum lamp, and has no color data. The drum lamp data B is data output at a predetermined timing during a certain performance. In the panel lamp data A and the drum lamp data B, layers corresponding to the priority order are set. The priority order of the panel lamp data A is set low, and the priority order of the drum lamp data B is set high.

  When outputting the drum lamp data B, the color data of the panel lamp data A having a low priority is diverted. As a result, the drum lamp data B is lit red. The panel lamp data A is also output while the drum lamp data B is being output. In the present embodiment, the color data to be diverted when outputting the ramp lamp data B is diverted from the color data of the low-priority panel lamp data A. However, the present invention is not limited to this. For example, The color data corresponding to the mode flag may be diverted with reference to the mode flag of the effect mode.

(Functional configuration of pachinko machine)
Next, the functional configuration of the pachinko gaming machine 100 will be described with reference to FIG. FIG. 5 is a block diagram showing a functional configuration of the pachinko gaming machine 100. In FIG. 5, the lamp control unit 302 c of the pachinko gaming machine 100 includes a storage unit 501, a reception unit 502, a setting unit 503, and an operation control unit 504. The lamp control unit 302c corresponds to the accessory control device of the present invention.

  The storage unit 501 stores operation data for each accessory 510. The accessory 510 is an object to be controlled, and specifically includes a gimmick 135, a display frame lamp 180, a panel lamp 181, a drive motor 201, a reel lamp 365, and the like. The operation data is stored for each effect content, for example, for each accessory 510.

  For example, in the case of the reels 130a to 130c, the operation data includes operation data including light emission data and rotation data for each of the reels 130a to 130c, and operation data common to all the reels 130a to 130c. In the case of the display frame lamp 180, the operation data is lighting pattern data or color data. In the case of the drive motor 201, the operation data is data indicating the number of steps of the drive motor 201. The storage unit 501 is realized by the RAM 363 of the lamp control unit 302c.

  The setting unit 503 sets a layer corresponding to the priority order when controlling the accessory 510 according to the contents of the effect. The layer is formed by hierarchizing the control target corresponding to the accessory 510, and the layer set higher is given priority.

  The operation control unit 504 uses the operation data of the accessory 510 stored in the storage unit 501 to prioritize the accessory 510 whose layer is set higher by the setting unit 503, and controls the operation of each accessory 510. Control. As a specific example, for example, control is performed using operation data for lighting the display frame lamp 180 in red, and operation data for setting the layer higher than the operation data and lighting in blue for a predetermined time. In this case, the performance is performed with priority given to the operation data to be lit in blue for a predetermined time.

  In particular, in the present embodiment, the accessory 510 has a plurality of reels 130a to 130c having a rotating structure. The storage unit 501 stores operation data for each reel 130a to 130c and operation data common to all the reels 130a to 130c. The setting unit 503 sets a layer for controlling each of the reels 130a to 130c according to the contents of the effect.

  Using the operation data stored in the storage unit 501, the operation control unit 504 gives priority to the reels 130a to 130c whose layers are set higher by the setting unit 503, and controls the operation of each reel 130a to 130c. . To give a specific example, for example, when control is performed using operation data for driving all the drive motors 201 and operation data for which layers are set higher, such as stopping only the left drive motor 201a, left drive The performance is performed with priority given to the operation data for stopping only the motor 201a.

  In the present embodiment, receiving section 502 receives a command for switching effects. This command is transmitted from the production control unit 302a at the start of change or at the time of production switching. The setting unit 503 uses the command received by the receiving unit 502 to set a layer for controlling the accessory 510.

  In particular, the receiving unit 502 receives an effect switching command based on an operation input from a player. In this case, the setting unit 503 sets a layer using an effect switching command based on an operation input from the player. In other words, the setting unit 503 sets a layer at an arbitrary timing according to an operation input performed by the player. Accordingly, the operation control unit 504 controls the operation of each accessory 510 based on the layer set at an arbitrary timing.

  The setting unit 503 sets a predetermined number of layers in advance, and deletes the set layers according to the contents of the production. In the present embodiment, the specified number is, for example, “8”. That is, since the control target is “8”, the layer is deleted for the accessory 510 that is not the control target during the production.

  In particular, the operation control unit 504 includes a determination unit 505, a reference unit 506, and a lighting control unit 507. The determination unit 505 determines whether or not a predetermined lamp having no color data has been layer-set in the setting unit 503. The predetermined lamp is predetermined for each performance, has only lighting pattern data, and does not have color data. The predetermined lamp is typically a movable accessory lamp that is turned on during a specific performance, such as a reel lamp 365 or a gimmick lamp 366.

  When the determination unit 505 determines that the predetermined lamp (reel lamp 365) has been layered, the reference unit 506 refers to the color data that is predetermined and associated with the reel lamp 365 for each effect content. The method of referring to the color data refers to the color data of the lamp set in the lower layer, but may refer to the color data corresponding to the mode flag of the rendering mode. Note that when the color data corresponding to the mode flag of the rendering mode is referred to, the reel lamp 365 set as a layer may be associated with the mode flag in advance.

  The lighting control unit 507 lights up the reel lamp 365 using the color data referred to by the reference unit 506 and the lighting pattern data of the reel lamp 365 set as a layer.

  Here, a case where a method of referring to the color data of the lamp set in the lower layer is used will be described in detail. In this case, the determination unit 505 determines whether or not the setting unit 503 has set the reel lamp 365 having no color data as an upper layer. The reference unit 506 refers to color data used for a lamp that is predetermined and associated with the reel lamp 365 and is set to a lower layer (hereinafter referred to as “lower-corresponding lamp”). The low-order correspondence lamp is typically a lamp that is always lit during normal performance, such as a panel lamp 181.

  The lighting control unit 507 lights up the lamp set in the upper layer using the color data referred to by the reference unit 506 and the lighting pattern data of the lamp set in the upper layer. Specifically, when the lower correspondence lamp is red color data, the lighting control unit 507 turns on the reel lamp 365 set in the upper layer using the red color data. Specifically, when the lower correspondence lamp is red color data, the lighting control unit 507 turns on the reel lamp 365 set in the upper layer using the red color data.

  The receiving unit 502, the setting unit 503, the operation control unit 504, the determination unit 505, the reference unit 506, and the lighting control unit 507 are realized by the CPU 361 of the lamp control unit 302c. That is, the function of each unit is realized by the CPU 361 executing various programs stored in the RAM 363.

(Outline of drum operation)
Next, an outline of the operation of the drum 130 will be described with reference to FIG. FIG. 6 is a schematic diagram showing the rotation state of the drum 130. In FIG. 6, the left reel 130a, which is a part of the configuration of the drum 130, will be described, but the middle reel 130b and the right reel 130c have the same configuration. FIG. 6 shows a cross section of the left reel 130a.

  As shown in FIG. 6, the left reel 130a rotates, for example, from the top to the bottom as seen from the player. The position at which the left reel 130a is stopped during a predetermined performance is set in advance by lottery. As shown in FIG. 6, when the reference symbol surface 212a is located on the player side as a reference position, the position where the left reel 130a is stopped is the reference symbol, the first symbol surface rotated forward 120 ° from the reference position. It is one of the position of 212b and the position of the second pattern surface 212c rotated forward by 240 ° from the reference position.

  The slit 213 of the left reel 130a is detected, for example, when the left reel 130a is located at the reference position. When the drive motor 201 is stopped by controlling the drive motor 201, the number of steps based on the reference position is transmitted to the drive motor 201.

  Specifically, for example, when the basic step angle of the drive motor 201 is 0.60 °, when a 200-step control signal is output from when the slit 213 is detected at the reference position, the forward rotation is 120 °. Will be. At this time, the first design surface 212b is positioned on the player side.

  Similarly, when a control signal of 400 steps is output from the time when the slit 213 is detected at the reference position, it is rotated forward by 240 °. At this time, the 2nd pattern surface 212c will be in the state located in the player side. As described above, when the number of steps of the control signal output to the drive motor 201 is controlled using the slit 213 as a reference, the left reel 130a is stopped at an arbitrary stop timing by an operation input from the player. Even in such a case, the left reel 130a can be stopped at a predetermined position determined by lottery.

(Timer interrupt processing)
First, the timer interrupt process performed by the main control unit 301 will be described with reference to FIG. FIG. 7 is a flowchart showing timer interrupt processing performed by the main control unit 301. The timer interrupt process is a process that interrupts the main process executed by the main control unit 301 every predetermined period (for example, 4 ms) during the power supply period.

  In FIG. 7, the CPU 311 of the main control unit 301 performs a random number update process (step S701). The random number update process is a process for updating each random number by incrementing each random number, such as a jackpot random number, a jackpot symbol random number, a reach random number, or the like.

  Thereafter, the first start port 105 or the second start port 106 is subjected to a switch process at the time of winning a prize (step S702). In the switch process, a game SW is detected by a gate SW process for acquiring a random number every time a game ball is detected by the gate SW 323 or a first start port SW 321 or a second start port SW 322 described later with reference to FIG. There is a start port SW process for acquiring a random number every time.

  Thereafter, symbol processing is performed (step S703). The symbol processing includes special symbol processing described later with reference to FIG. Furthermore, an electric accessory process is performed (step S704). The electric accessory process includes an electric chew process and a special prize opening process. Thereafter, a prize ball process is performed (step S705), and these output processes are performed (step S706).

(Start-up SW processing)
Next, the start port SW process included in the switch process shown in step S702 of FIG. 7 will be described with reference to FIG. FIG. 8 is a flowchart showing the start port SW process performed by the main control unit 301. In FIG. 8, the CPU 311 of the main control unit 301 determines whether or not the first start port SW321 of the first start port 105 is ON (step S801).

  When the first start port SW321 is OFF (step S801: No), the process proceeds to step S807. When the first start port SW321 is ON (step S801: Yes), it is determined whether or not the count value U1 of the first start port detection counter that has counted the number of detections of the first start port SW321 is smaller than “4”. (Step S802).

  When the count value U1 is “4” (step S802: No), the process proceeds to step S807. When the count value U1 is smaller than “4” (step S802: Yes), “1” is added to the count value U1 (step S803). Then, the random number is acquired, and the acquired random number is stored in the RAM 313 (step S804). The random number is a hit random number, a design random number, a reach random number, a variation pattern random number, or the like. The winning random number determines one of big hit, small hit, and loss. For example, one random number is randomly obtained from 300 random numbers “0” to “299”.

  The design random number determines the type of hit (per probability variation length, per normal length, per latent probability short, per suddenness short, per short time, etc.), for example, 250 random numbers from “0” to “249” A random number is randomly obtained from. The reach random number is a random number for determining whether or not a reach effect is to be performed. For example, one random number is randomly acquired from 250 random numbers “0” to “249”. The variation pattern random number is a random number for determining the variation pattern. For example, one random number is randomly acquired from 100 random numbers “0” to “99”.

  Each random number acquired as described above is stored in the RAM 313. The RAM 313 has a storage area for four reserved balls by winning the first start port 105. In this storage area, information indicating that the first start port 105 is won, information on winning random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and the like are stored.

  Thereafter, a preliminary determination process is performed using the random number acquired in step S804 (step S805). Specifically, in the prior determination process, a hit determination using a hit random number, a symbol determination using a design random number, a reach determination using a reach random number, and a variation pattern determination using a variation pattern random number are performed. Thereafter, a special 1 reserved ball number increase command is set to indicate that the number of reserved balls has increased due to winning at the first starting port 105 (step S806).

  Then, it is determined whether or not the second start port SW322 of the second start port 106 is ON (step S807). When the second start port SW322 is OFF (step S807: No), the process is terminated as it is. When the second start port SW322 is ON (step S807: Yes), it is determined whether or not the count value U2 of the second start port detection counter that has counted the number of detections of the second start port SW322 is smaller than “4”. (Step S808).

  When the count value U2 is “4” (step S808: No), the processing is ended as it is. When the count value U2 is smaller than “4” (step S808: Yes), “1” is added to the count value U2 (step S809). Each random number is acquired and the acquired random number is stored in the RAM 313 (step S810). The RAM 313 has a storage area for four reserved balls by winning the second starting port 106. In this storage area, information indicating that the winning is made to the second starting port 106, information on winning random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and the like are stored.

  Thereafter, a preliminary determination process is performed using the random number acquired in step S810 (step S811). Specifically, in the prior determination process, a hit determination using a hit random number, a symbol determination using a design random number, a reach determination using a reach random number, and a variation pattern determination using a variation pattern random number are performed. Thereafter, a special 2 reserved ball number increase command is set to indicate that the number of reserved balls has increased due to winning at the second starting port 106 (step S812).

(Special symbol processing)
Next, the special symbol process included in the symbol process shown in step S703 of FIG. 7 will be described with reference to FIG. FIG. 9 is a flowchart showing special symbol processing performed by the main control unit 301.

  In FIG. 9, the CPU 311 of the main control unit 301 determines whether or not the winning game flag is ON (step S901). The winning game flag is a flag that is set in the stop process shown in step S914. Specifically, the special game flag that is stopped indicates a big hit flag (long hit flag or short hit flag) or a small hit flag. There is a small hit flag indicating a hit.

  If the winning game flag is ON (step S901: Yes), the process is terminated as it is. If the winning game flag is OFF (step S901: No), it is determined whether or not the special symbol is changing (step S902). If the special symbol is changing (step S902: Yes), step S911 is determined. Migrate to If the special symbol is not fluctuating (step S902: No), is the count value U2 of the second start port detection counter indicating the number of special 2 reserved balls due to winning at the second start port 106 equal to or greater than "1"? It is determined whether or not (step S903).

  If the count value U2 is equal to or greater than “1” (step S903: Yes), a value obtained by subtracting “1” from the count value U2 is set as the new special 2 reserved ball number (step S904), and the process proceeds to step S907. In step S903, if the count value U2 is not equal to or greater than “1” (step S903: No), that is, if “U2 = 0”, the first start as the number of special 1-holding balls by winning the first start port 105 It is determined whether or not the count value U1 of the mouth detection counter is “1” or more (step S905).

  If the count value U1 is not equal to or greater than “1” (step S905: No), that is, if “U1 = 0”, the process is terminated as it is. If the count value U1 is equal to or greater than “1” (step S905: Yes), a value obtained by subtracting “1” from the count value U1 is set as the new special 1 reserved ball number (step S906), and the process proceeds to step S907.

  In step S907, a hit determination process is performed (step S907). The winning determination process is a process of determining whether or not the winning random number acquired when the game ball wins the first starting opening 105 or the second starting opening 106 matches a predetermined winning random number.

  Note that, as shown in steps S903 to S906, the special 2 reserved ball due to winning at the second start port 106 is digested in preference to the special 1 reserved ball due to winning at the first start port 105. ing. Thereafter, variation pattern selection processing is performed (step S908). This variation pattern selection process is a process of selecting a variation pattern of a special symbol according to the determination result of the hit determination process, and details will be described later with reference to FIG.

  Thereafter, a change start command is set in the RAM 313 (step S909). Furthermore, the special symbol change is started (step S910). Then, it is determined whether or not the variation time selected by the variation pattern selection process has elapsed (step S911). If the fluctuation time has not elapsed (step S911: No), the process is terminated as it is.

  When the fluctuation time has elapsed (step S911: Yes), a fluctuation stop command is set (step S912), and the special symbol fluctuation is stopped (step S913). Thereafter, the stop process is executed (step S914), and the process ends. In the stop process, when the stopped special symbol indicates a win, an opening command is set, a win flag indicating that it is a win is set to ON, or a short-time gaming state is indicated. This is a process of turning the time-short flag OFF according to the number of remaining games.

(Change pattern selection process)
Next, the variation pattern selection process shown in step S908 of FIG. 9 will be described with reference to FIG. FIG. 10 is a flowchart showing the variation pattern selection process performed by the main control unit 301.

  In FIG. 10, the CPU 311 of the main control unit 301 determines whether or not it is a winning including a big hit and a small winning as a result of the hit determining process (step S1001). If it is a win (step S1001: Yes), either a big hit variation pattern table or a small hit variation pattern table is set according to the hit type (step S1002). The jackpot variation pattern table will be described later with reference to FIG.

  Then, a variation pattern random number determination process is performed using the set table (step S1003). As a result of the variation pattern random number determination process, the determined variation pattern is set (step S1004), and the process ends. In step S1001, if it is not a win (step S1001: No), a reach determination process for determining the presence or absence of reach is performed (step S1005).

  And it is determined whether it is reach (step S1006). When it is reach (step S1006: Yes), a reach variation pattern table, which will be described later with reference to FIG. 12, is set (step S1007), and the process proceeds to step S1003. If it is not reach (step S1006: No), a variation pattern table for losing, which will be described later with reference to FIG. 13, is set (step S1008), and the process proceeds to step S1003.

(Example of variation pattern table for jackpots)
Next, a jackpot variation pattern table that is set in step S1002 in FIG. 10 and used in the variation pattern random number determination process (see step S1003 in FIG. 10) will be described with reference to FIG. FIG. 11 is an explanatory diagram showing an example of the big hit variation pattern table. The jackpot variation pattern table 1100 is a table used for variation of a special symbol when winning a jackpot.

  In the big hit variation pattern table 1100, the variation pattern includes, for example, five types of variation patterns P11 to P15 having different variation times. Specifically, the fluctuation pattern P11 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 9”, and the fluctuation time is It is 50 seconds. The variation pattern P12 is selected when the random number value is “10 to 19”, and the variation time is 60 seconds.

  The variation pattern P13 is selected when the random number value is “20 to 39”, and the variation time is 70 seconds. The variation pattern P14 is selected when the random number value is “40 to 59”, and the variation time is 80 seconds. The fluctuation pattern P15 is selected when the random number value is “60 to 99”, and the fluctuation time is 90 seconds. Thus, in the case of a big hit, the variation pattern P15 having a long variation time is most easily selected.

(Example of reach variation pattern table)
Next, the reach variation pattern table set in step S1007 in FIG. 10 and used in the variation pattern random number determination process (see step S1003 in FIG. 10) will be described with reference to FIG. FIG. 12 is an explanatory diagram showing an example of the reach variation pattern table. The reach variation pattern table 1200 is a table used when a reach effect is performed.

  In the reach variation pattern table 1200, the variation pattern is composed of five types of variation patterns P21 to P25 having different variation times, like the big hit variation pattern table 1100. Specifically, the variation pattern P21 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 39”, and the variation time It is 50 seconds.

  The variation pattern P22 is selected when the random number value is “40 to 59”, and the variation time is 60 seconds. The variation pattern P23 is selected when the random value is “60 to 79”, and the variation time is 70 seconds. The variation pattern P24 is selected when the random number value is “80 to 89”, and the variation time is 80 seconds. The fluctuation pattern P25 is selected when the random number value is “90 to 99”, and the fluctuation time is 90 seconds.

  Thus, in the case of reach loss, the fluctuation pattern P21 having the short fluctuation time is most easily selected. By using the jackpot variation pattern table 1100 and the reach variation pattern table 1200, the player can obtain a sense of expectation for the jackpot as the variation time is longer.

  In the jackpot variation pattern table 1100 and the reach variation pattern table 1200, there are three types of variation patterns. However, the present invention is not limited to this, and for example, it is possible to employ 50 types and 100 types.

(Example of variation pattern table for loss)
Next, a variation pattern table for loss that is set in step S1008 in FIG. 10 and used in the variation pattern random number determination process (see step S1003 in FIG. 10) will be described with reference to FIG. FIG. 13 is an explanatory diagram showing an example of the variation pattern table for loss. The variation pattern table 1300 for losing is a table used at the time of losing when the reach effect is not performed.

  In the loss variation pattern table 1300, the variation pattern is composed of two types of variation patterns P01 and P02 having different variation times. Specifically, the fluctuation pattern P01 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 79”, and the fluctuation time is It is 12 seconds.

  The variation pattern P02 is selected when the random number value is “80 to 89”, and the variation time is 15 seconds. In this way, even when lost, by selecting the variation pattern P02, it is possible to produce an effect that gives an expectation of development to reach.

(Production main control processing)
Next, the effect main control process will be described with reference to FIG. FIG. 14 is a flowchart showing the contents of the effect main control process. The effect main control process shown in FIG. 14 is started when power is supplied to the effect control unit 302a, and is continuously performed while the effect control unit 302a is activated.

  As shown in FIG. 14, in the effect main control process, the effect supervising unit 302a first performs a predetermined initial setting (step S1401), and sets a CTC cycle (step S1402). Based on the CTC cycle set in step S1402, the effect supervising unit 302a interrupts and executes the effect timer interrupt process (see FIG. 15) described later with respect to the effect main control process.

  When the CTC cycle is set, the production control unit 302a performs a random number update process for updating various random numbers related to the production of the pachinko gaming machine 100 (step S1403), and thereafter repeats the process of step S1403. The random number updated in step S1403 includes, for example, a random effect selection random number used when a variable effect is selected.

(Production timer interrupt processing executed by the production control department)
Next, an effect timer interrupt process executed by the effect control unit 302a of the effect control unit 302 will be described with reference to FIG. FIG. 15 is a flowchart showing the effect timer interruption process executed by the effect supervision unit. This effect timer interruption process is a process in which the effect control unit 302a performs an interrupt operation to the effect main control process (see FIG. 14) executed by the effect control unit 302a every predetermined period (for example, 4 ms) during activation.

  In FIG. 15, the CPU 341 of the production control unit 302a executes command reception processing that is performed when a command is received from the main control unit 301 (step S1501). The command reception process will be described later with reference to FIGS. 16-1 and 16-2. Further, an effect button process performed when the effect button 119 is pressed (step S1502). The effect button process will be described later with reference to FIG.

  Further, a mid-production process that is performed during the fluctuating production is performed (step S1503). The in-effect process will be described later with reference to FIG. Then, a command transmission process for transmitting a command to the image / sound control unit 302b or the lamp control unit 302c is executed (step S1504), and the process ends.

(Command reception processing)
Next, details of the command reception process shown in step S1501 of FIG. 15 will be described using FIGS. 16-1 and 16-2. FIGS. 16A and 16B are flowcharts illustrating command reception processing executed by the effect supervision unit 302a. In FIGS. 16A and 16B, the CPU 341 of the production control unit 302a determines whether or not a variation start command indicating the variation start of the special symbol is received from the main control unit 301 (step S1601). The change start command is a command set in the special symbol processing by the main control unit 301 (see step S909 in FIG. 9).

  In step S1601, when the change start command is not received (step S1601: No), the process proceeds to step S1603. When the change start command is received (step S1601: Yes), an effect selection process is executed (step S1602). Details of the effect selection process will be described later with reference to FIG.

  Thereafter, it is determined whether a target motor stop command has been received from the lamp control unit 302c (step S1603). It should be noted that the target motor stop command is a target reel 130a when performing an effect using the drum 130 (hereinafter referred to as “drum effect”), when the player presses the effect button 119 or when the effective period of the effect button 119 has elapsed. This is a command indicating that .about.130c is to be stopped. Details of the target motor stop command will be described later in the motor stop process shown in FIG.

  When the target motor stop command is not received (step S1603: No), the process proceeds to step S1605. When the target motor stop command is received (step S1603: Yes), the target motor stop command indicating that the drive motor 201 is stopped to cause the image / sound control unit 302b to perform an effect synchronized with the stop of the drive motor 201. Is set (step S1604).

  Thereafter, it is determined whether or not a change stop command for stopping the effect symbol is received from the main control unit 301 (step S1605). The change stop command is a command indicating change stop of a special symbol, and is a command set in the special symbol processing of the main control unit 301 (see step S912 in FIG. 9).

  When the change stop command is not received (step S1605: NO), the process proceeds to step S1607. When the variation stop command is received (step S1605: Yes), the variation effect end process is executed (step S1606). The process during the end of the variation effect is a process of ending the effect mode according to the gaming state according to the number of times of change, and details will be described later with reference to FIG.

  Thereafter, it is determined whether or not an opening command has been received from the main control unit 301 (step S1607). The opening command is a command that is set when the special symbol being stopped is a win in the special symbol processing being stopped (see step S914 in FIG. 9). When the opening command is not received (step S1607: No), the process proceeds to step S1609.

  When the opening command is received (step S1607: YES), a winning effect selection process is performed (step S1608). The winning effect selection process is a process of analyzing the opening command and selecting the contents of the winning effect. Thereafter, it is determined whether an ending command is received from the main control unit 301 (step S1609). The ending command is a command that is set when the final round of the jackpot ends in the big winning opening process (not shown). If an ending command has not been received (step S1609: NO), the process proceeds to step S1611.

  When an ending command is received (step S1609: Yes), an ending effect selection process is performed (step S1610). The ending effect selection process is a process of analyzing the ending command and selecting the contents of the effect during the ending.

  Thereafter, it is determined whether or not a rotation request command has been received from the image / sound controller 302b (step S1611). The rotation request command is, for example, a command transmitted from the image / sound controller 302b when performing a drum effect that can be developed into a super reach. Details of the rotation request command will be described later in the image / audio control processing shown in FIGS. 22-1 and 22-2.

  When the rotation request command has not been received (step S1611: No), the process proceeds to step S1613. When the rotation request command is received (step S1611: Yes), the rotation request command is set to cause the lamp control unit 302c to perform a drum effect synchronized with the image (step S1612).

  Thereafter, it is determined whether or not an effect switching command is received from the image / sound control unit 302b (step S1613). The effect switching command is an image / sound to be described later with reference to FIGS. 22-1 and 22-2. This is a command set in the control process, and specifically, a command transmitted from the image / sound control unit 302b when the effect button 119 is pressed.

  In step S1613, when the effect switching command is not received (step S1613: No), the process is ended as it is. When the effect switching command is received (step S1613: Yes), in order to switch the effect of the lamp control unit 302c, an effect switching command indicating that the effect is switched is set (step S1614), and the process is terminated.

(Direction button processing)
Next, details of the effect button process shown in step S1502 of FIG. 15 will be described using FIG. FIG. 17 is a flowchart showing the effect button process performed by the effect control unit 302a. In FIG. 17, the CPU 341 of the effect supervision unit 302a determines whether or not the effect button 119 is ON (step S1701). If the effect button 119 is OFF (step S1701: No), the process is terminated as it is. If the effect button 119 is ON (step S1701: Yes), an effect button command is set (step S1702), and the process ends.

(Direction selection process)
Next, details of the effect selection process shown in step S1602 of FIG. 16A will be described with reference to FIG. FIG. 18 is a flowchart showing the effect selection process executed by the effect supervising unit 302a. In FIG. 18, the CPU 341 of the production supervision unit 302a analyzes the change start command (step S1801). In step S1801, specifically, the gaming state of the main control unit 301, whether it is a win or not, or whether it is a reach or the like is analyzed. Thereafter, the mode flag is referred to (step S1802).

  The mode flag is a flag that is set corresponding to each effect mode. Although details will be described later, for example, the mode flag of the Nobunaga mode, which is a mode having a high possibility of being in the high probability gaming state, is “1”. Also, the mode flag of the Ieyasu mode, which is the mode with the highest possibility of being in the high probability gaming state next to the Nobunaga mode, is “2”. Furthermore, the mode flag of the Kenshin mode, which is a mode with a low possibility of being in the high probability gaming state, is “3”.

  Thereafter, a variation effect pattern selection process is executed (step S1803). The variation effect pattern selection process is a process of selecting one of a plurality of types of effects prepared in advance. Specifically, using the information indicating the variation time of the special symbol obtained by analyzing the variation start command, an effect having the same reproduction time as this variation time is selected.

  As a result, the effect symbol is variably displayed in accordance with the change display of the special symbol, and the effect symbol is stopped and displayed in accordance with the stop display of the special symbol. In the present embodiment, in the variation effect pattern selection process, a variation effect is selected using a variation effect pattern table to be described later with reference to FIGS. 19-1, 19-2, and 19-3.

  After the process of step S1803, a change effect start command indicating start of change of the effect symbol is set (step S1804), and the process ends. The variation effect start command is transmitted to the image / sound controller 302b and the lamp controller 302c in the command transmission process shown in step S1504 of FIG.

(Variation production pattern table for jackpot and fluctuation production pattern table for reach)
FIG. 19A is an explanatory diagram of an example of a jackpot variation effect pattern table. A jackpot variation effect pattern table 1910 shown in FIG. 19A is a table used in the case of a jackpot. FIG. 19-2 is an explanatory diagram illustrating an example of a reach variation effect pattern table. The reach variation effect pattern table 1920 shown in FIG. 19B is a table used in the case of reach. Here, for convenience of explanation, the drum effect is mainly performed at the time of big hit and reach.

  Note that the reach variation effect pattern table 1920 is different from the jackpot variation effect pattern table 1910 in that the variation pattern is the same as the jackpot variation effect pattern table 1910. Is omitted.

  For example, when the variation pattern of the special symbol of the main control unit 301 is P11, EP11 is selected as the production pattern, and the content of the fluctuation production is “normal reach”. In the case of normal reach, no drum production is performed.

  When the variation pattern of the special symbol is P12, EP12 is selected as the production pattern, and the content of the production of the variation causes the reels 130a to 130c to stop at the “separation”. “Disjoint” is to stop the reels 130 a to 130 c so that they are not all on the same symbol surface 212.

  When the variation pattern of the special symbol is P13, EP13 is selected as the production pattern, and the content of the fluctuation production is “Fu Lin volcano SP (super reach)”. The effect of “Fubayashi Volcano SP” is an effect that develops into super reach after each reel 130a to 130c stops at the second pattern surface 212c. Note that the second design surface 212c is specifically that the left reel 130a stops at "wind", the middle reel 130b stops at "forest", and the right reel stops at "fire".

  When the variation pattern of the special symbol is P14, EP14 is selected as the production pattern, and the content of the fluctuation production is “Musou SP (Super Reach)”. The “Musou SP” effect is an effect that develops into super reach after all the reels 130a to 130c stop on the first design surface 212b of “Musou”.

  When the variation pattern of the special symbol is P15, EP15 is selected as the production pattern, and the content of the fluctuation production is “reference symbol surface SP (super reach)”. The effect of “reference symbol surface SP” is an effect in which after the reels 130a to 130c are all stopped at the reference symbol surface 212a, a lightning flash effect is performed to develop to super reach. The lightning flash effect is an effect in which lighting of the panel lamp 181c and the lightning image output from the image display unit 104 are synchronized, and the lightning appears to fall from the upper side to the lower side of the board surface.

(Variation production pattern table for lose)
FIG. 19C is an explanatory diagram of an example of the variation effect pattern table for loss. The lost variation effect pattern table 1930 shown in FIG. 19-3 is a table used when there is a loss.

  For example, when the variation pattern of the special symbol is P01, EP01 is selected as the production pattern, and the content of the fluctuation production is “normal lose”. When EP01 is selected, the drum effect is not performed and the reach is not developed. When the variation pattern of the special symbol is P02, EP02 is selected as the production pattern, and the content of the production of the variation causes the reels 130a to 130c to stop at the “break”. When EP02 is selected, it does not develop into reach.

(Processing during changing production)
Next, with reference to FIG. 20A, details of the changing effect end process shown in step S <b> 1606 in FIG. FIG. 20A is a flowchart illustrating the process during the end of the changing effect executed by the effect supervising unit 302a. 20A, the CPU 341 of the production supervision unit 302a analyzes the change stop command (step S2001). In step S2001, specifically, the gaming state of the main control unit 301, whether or not it is a win, and the like are analyzed. Thereafter, the mode flag is referred to (step S2002).

Then, based on the referred mode flag, a rendering mode transition determination process is performed to determine whether or not to transition the rendering mode (step S2003). In the effect mode transition determination process, an effect mode transition determination table, which will be described later with reference to FIG.
Thereafter, as a result of the effect mode transition determination process, it is determined whether or not the mode transition is performed (step S2004). If the mode is not changed (step S2004: No), the process is terminated as it is.

  When the mode is to be changed (step S2004: Yes), a transfer destination determination process for determining the transfer destination mode is performed (step S2005). In the migration destination determination process, a migration destination determination table, which will be described later with reference to FIG. The process is shifted to the effect mode determined by the transfer destination determination process (step S2006), and the process ends. Note that mode flag information indicating the current effect mode and mode flag information indicating the destination effect mode are transmitted to the lamp control unit 302c, and the effect mode is also flagged in the lamp control unit 302c.

(Example of production mode transition determination table)
Next, an effect mode transition determination table used in the effect mode transition determination process (see step S2003 in FIG. 20-1) will be described with reference to FIG. FIG. 20B is an explanatory diagram of an example of the effect mode transition determination table. In the effect mode transition determination table 2020, the current mode flag includes “1” indicating the Nobunaga mode, “2” indicating the Ieyasu mode, and “3” indicating the Kenshin mode.

  The Nobunaga mode is a mode that has a high possibility of being in a probabilistic gaming state. The Ieyasu mode is a mode that is most likely to be in the high probability gaming state next to the Nobunaga mode. The Kenshin mode is a mode that is unlikely to be in a high-probability gaming state.

  The “gaming state” in the effect mode transition determination table 2020 indicates the probability state of the main control unit 301 and takes either one of a high probability gaming state or a low probability gaming state. Explaining with a specific example, in the Nobunaga mode in the high-probability gaming state, the rate at which the production mode is shifted is 1/100, which makes it very difficult to shift to the mode. On the other hand, in the Nobunaga mode in the low-probability gaming state, the rate at which the effect mode is shifted is 4/100, and the mode transition is very easy, that is, it is difficult to stay in the Nobunaga mode.

  In the Ieyasu mode in the high-probability gaming state, the rate at which the production mode is shifted is 3/100, and the mode is easily shifted. On the other hand, in the Ieyasu mode in the low-probability gaming state, the rate at which the effect mode is shifted is 2/100, and it is somewhat difficult to shift to the mode, that is, it is somewhat easier to stay in the Ieyasu mode.

  In the Kenshin mode in the high-probability gaming state, the rate at which the effect mode is shifted is 4/100, which makes it very easy to shift to the mode. On the other hand, in the Kenshin mode in the low-probability gaming state, the rate at which the effect mode is shifted is 1/100, and the mode transition is very easy, that is, it is difficult to stay in the Kenshin mode.

  Thus, by using the effect mode transition determination table 2020, it is easy to stay in the Nobunaga mode in the high probability gaming state, and it is easy to stay in the Kenshin mode in the low probability gaming state.

(Example of migration destination determination table)
Next, a migration destination determination table used in the migration destination determination process (see step S2005 in FIG. 20-1) will be described with reference to FIG. FIG. 20C is an explanatory diagram of an example of the migration destination determination table. In the migration destination determination table 2030, the current mode flag includes “1” indicating the Nobunaga mode, “2” indicating the Ieyasu mode, and “3” indicating the Kenshin mode.

  The “gaming state” in the transition destination determination table 2030 indicates the probability state of the main control unit 301, and takes either one of a high probability gaming state or a low probability gaming state. To explain with a specific example, in the Nobunaga mode in the high probability gaming state, it is easy to shift to the Ieyasu mode and it is difficult to shift to the Kenshin mode. On the other hand, in the Nobunaga mode in the low probability gaming state, it is difficult to shift to the Ieyasu mode and it is easy to shift to the Kenshin mode.

  In the Ieyasu mode, which is in a high probability gaming state, it is easy to shift to the Nobunaga mode, and it is difficult to shift to the Kenshin mode. On the other hand, in the Ieyasu mode in the low probability gaming state, it is difficult to shift to the Nobunaga mode, and it is easy to shift to the Kenshin mode.

  In the Kenshin mode in the high probability gaming state, it is easy to shift to Nobunaga mode, and it is difficult to shift to Ieyasu mode. On the other hand, in the Kenshin mode in the low probability gaming state, it is difficult to shift to the Nobunaga mode, and it is easy to shift to the Ieyasu mode.

  In this way, by using the transition destination determination table 2030, it is easy to shift to the nobunaga mode in the high probability gaming state, and it is easy to shift to the kenshin mode in the low probability gaming state.

(Processing during production)
Next, the details of the effect processing shown in step S1503 of FIG. 15 will be described with reference to FIG. FIG. 21 is a flowchart showing the during-production process performed by the production control unit 302a. In FIG. 21, the CPU 341 of the effect supervision unit 302a determines whether or not a predetermined effect that requires a change of effect during a variable effect such as a drum effect is being performed (step S2101).

  If it is not a predetermined effect (step S2101: No), the process is terminated as it is. When it is a predetermined effect (step S2101: Yes), it is determined whether or not it is an effect switching timing at which the effect is switched (step S2102). If it is not the effect switching timing (step S2102: No), the process is terminated as it is. When it is the effect switching timing (step S2102: Yes), the image / sound control unit 302b and the lamp control unit 302c set an effect switching command for switching the effect (step S2103), and the process ends.

(Image / sound control processing)
Next, the processing procedure of the image / sound control process performed by the image / sound control unit 302b will be described with reference to FIGS. 22-1 and 22-2. The image / sound control process is a process performed by the image / sound control unit 302b every predetermined cycle (for example, 33 msec). FIGS. 22-1 and 22-2 are flowcharts showing the image / sound control processing performed by the image / sound control unit 302b.

  22-1 and 22-2, the CPU 351 of the image / sound control unit 302b determines whether or not the variation effect flag indicating that the variation effect is being performed is ON (step S2201). When the variation effect flag is ON (step S2201: Yes), the process proceeds to step S2209.

  If the variation effect flag is OFF (step S2201: No), it is determined whether a variation effect start command has been received (step S2202). The change production start command is a command set in the production selection process (see step S1804 in FIG. 18) of the production supervision unit 302a. If the change effect start command has not been received (step S2202: No), the process is terminated as it is.

  In step S2202, when the change effect start command is received (step S2202: Yes), the effect pattern included in the change effect start command is referred to (step S2203), and an effect image is created (step S2204). And it is determined whether it is a drum effect using the reels 130a-130c (step S2205). When it is not a drum effect (step S2205: No), it transfers to step S2207.

  In the case of a drum effect (step S2205: Yes), a rotation request command for rotating the drive motor 201 is set in the lamp control unit 302c via the effect control unit 302a (step S2206). Then, effect display control is started (step S2207), and the variable effect flag is turned ON (step S2208). Thereafter, effect execution processing is performed (step S2209). In addition, it is possible to perform an effect in which the image and the reel lamps 365a to 365c are synchronized by transmitting a rotation request command to the lamp control unit 302c at the start of the image effect.

  Then, it is determined whether a target motor stop command indicating that the specific drive motor 201 is stopped is received from the lamp control unit 302c via the production control unit 302a (step S2210). The target motor stop command is a command set in a motor stop process of the lamp control unit 302c, which will be described later with reference to FIG.

  When the target motor stop command is not received (step S2210: No), the process proceeds to step S2212. When the target motor stop command is received (step S2210: Yes), an effect image display process for displaying an effect image at a predetermined timing is performed in conjunction with the stop of the drive motor 201 (stop of the reels 130a to 130c). (Step S2211). Since the effect image is displayed after the drive motor 201 is stopped, an effect of synchronizing the stop of the drive motor 201 and the display of the effect image is performed.

  Thereafter, it is determined whether or not the content of the effect being executed is a button effect using the effect button 119 (step S2212). When it is not a button effect (step S2212: No), it transfers to step S2220. When it is a button effect (step S2212: Yes), it is determined whether it is during the effective period of the effect button 119 (step S2213). When the effect button 119 is in the effective period (step S2212: Yes), it is determined whether or not the button flag indicating that the effect button 119 has already been pressed is ON (step S2214).

  When the button flag is ON (step S2214: Yes), the process proceeds to step S2220. If the button flag is OFF (step S2214: NO), it is determined whether the button valid period has elapsed (step S2215). When the button valid period has elapsed (step S2215: YES), the process proceeds to step S2217.

  If the button valid period has not elapsed (step S2215: No), it is determined whether or not an effect button command has been received from the effect control unit 302a (step S2216). The effect button command is a command set in the effect button process (see step S1702 in FIG. 17). When the effect button command has not been received (step S2216: No), the process proceeds to step S2220.

  When the effect button command is received (step S2216: Yes), the button flag is turned ON (step S2217), and the effect switching command is set (step S2218). If it is determined in step S2213 that the effect button 119 is not in a valid period (step S2213: No), the button flag is turned OFF (step S2219), and the process proceeds to step S2220.

  In step S2220, it is determined whether or not to end the variable effect (step S2220). If the variable effect is not ended (step S2220: No), the process ends as it is. When the variation effect is ended (step S2220: Yes), the variation effect flag is turned off (step S2221). Then, a variation effect end process is performed (step S2222), and the process ends.

(Layer setting control process)
Next, processing contents of the layer setting control process performed by the lamp control unit 302c will be described with reference to FIG. FIG. 23 is a flowchart showing the layer setting control process performed by the lamp control unit 302c. The layer setting control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).

  In FIG. 23, the CPU 361 of the lamp control unit 302c determines whether or not a change production start command is received from the production control unit 302a (step S2301). The change production start command is a command set in the production selection process (see step S1804 in FIG. 18) of the production supervision unit 302a.

  When the change effect start command is not received (step S2301: No), the process proceeds to step S2304. When the change production start command is received (step S2301: Yes), layer creation processing is performed (step S2302). The layer creation process is a process for setting the priority order for the object to be controlled, and details will be described later with reference to FIG.

  After the layer creation process, target data for controlling the object to be controlled is output (step S2303), and it is determined whether an effect switching command has been received (step S2304). The effect switching command is set in the effect processing (see step S2103 in FIG. 21) by the effect supervising unit 302a or the image / sound control process (see step S2218 in FIG. 22-2) by the image / sound control unit 302b. It is a command.

  When the effect switching command is not received (step S2304: NO), the process proceeds to step S2307. If an effect switching command is received (step S2304: YES), layer creation processing is performed (step S2305). Then, the target data is output (step S2306).

  Thereafter, for example, it is determined whether or not it is a data update timing, which is a timing for updating the data of each accessory (step S2307). If it is not the data update timing (step S2307: No), the process ends. If it is the data update timing (step S2307: Yes), layer creation processing is performed (step S2308). Then, the target data is output (step S2309), and the process ends.

(Layer creation process)
Next, the contents of the layer creation process shown in steps S2302, S2305, and S2308 of FIG. 23 will be described with reference to FIG. FIG. 24 is a flowchart showing the layer creation process performed by the lamp controller 302c.

  In FIG. 24, the CPU 361 of the lamp control unit 302c determines whether or not the layer setting is based on the reception of a command (step S2401). If it is not layer setting by command reception (step S2401: No), that is, if it is data update timing, the process proceeds to step S2403. If the layer is set by receiving a command (step S2401: Yes), the command is analyzed (step S2402).

  Then, layer data is created (step S2403). An example of the layer data will be described later with reference to FIGS. 25-1 to 25-6. Thereafter, it is determined whether or not there is a control target having only the lighting pattern data in the created layer data (step S2404). The control target having only the lighting pattern data is a lamp that is turned on at a specific stage, such as a reel lamp 365 or a gimmick lamp 366.

  If there is no control target having only the lighting pattern data in the created layer data (step S2404: No), the process is terminated as it is. If there is a control target having only the lighting pattern data in the created layer data (step S2404: Yes), a reference layer for referring to the color data is specified (step S2405). Then, the color data of the referenced layer is copied (step S2406), and the process ends.

(Example of layer data)
Next, an example of layer data created in the layer creation process shown in FIG. 24 will be described using FIGS. 25-1 to 25-6. FIG. 25A is an explanatory diagram of the layer data 2510 of the drive motor 201 at the start of drum production. The layer data 2510 in FIG. 25A shows, for example, data at the start of a pseudo continuous variation effect (indicated as “pseudo continuous” in the drawing). In the layer data 2510, “layer” indicates a priority order and takes a value of “0 to 7”.

  The lower the layer value, the lower the priority. The control target corresponds to the accessory to be controlled. More specifically, in the layer data 2510 at the start of the drum effect, layers are set in the priority order of the all drive motor 201, the right drive motor 201c, the middle drive motor 201b, and the left drive motor 201a.

  Note that an accessory that is not set in the layer data 2510 is not a target of control. The RAM 363 stores a plurality of operation data at the start of each production for each control object, and each accessory operates by reading operation data corresponding to the production contents. The operation data is, for example, data that rotates at high speed. Details of the operation data will be described later with reference to FIG.

  In addition, all the drive motors 201 are set in the upper layer in the layer “7”, and the control using the operation data of all the drive motors 201 is performed. The drive motors 201a to 201c shown in the layers “4 to 6” are performed. Also, control using operation data is performed. However, the operation data of the layer “7” set at the upper level is given priority.

  FIG. 25-2 is an explanatory diagram showing the layer data 2520 of the drive motor 201 when only the left reel 130a is stopped. The layer data 2520 in FIG. 25-2 shows, for example, the one at the time of stopping the first pseudo continuous variation effect (described as “the first pseudo ream” in the figure). In this embodiment, in the pseudo continuous variation effect, the left reel 130a stops rotating when the first pseudo continuous variation effect stops, and the middle reel 130b stops rotating when the second pseudo continuous variation effect stops. The right reel 130c stops rotating when the third pseudo continuous variation effect is stopped.

  In FIG. 25B, in the layer data 2520 when only the left reel 130a is stopped, the layers are set in the order of the left drive motor 201a, the right drive motor 201c, the middle drive motor 201b, and all the reel lamps 365a to 365c. . The operation data is “stop” operation data for the left drive motor 201a, and “low-speed rotation” operation data except for the left drive motor 201a.

  By using such layer data 2520, priority is given to a control target having a higher layer set. For example, although the control for rotating all the drive motors 201a to 201c shown in the layer “4” at a low speed and the control for stopping the left drive motor 201a shown in the layer “7” are performed simultaneously, the left drive shown in the layer “7” is performed. The control for stopping the motor 201a is preferentially performed.

  FIG. 25C is an explanatory diagram of the layer data 2530 of the drive motor 201 when the right reel lamp 365c is stopped. The layer data 2530 in FIG. 25-3 shows, for example, data at the stop of the third pseudo continuous variation effect (described as “pseudo continuous third” in the figure). In the layer data 2530 when the effect symbols are stopped, layers are set in the order of the right drive motor 201c, the left drive motor 201a, the middle drive motor 201b, and all reel lamps 365a to 365c.

  By using such layer data 2530, priority is given to a control target having a higher layer set. For example, although the control for rotating all the drive motors 201a to 201c shown in the layer “4” at a low speed and the control for stopping the right drive motor 201c shown in the layer “7” are performed simultaneously, the right drive shown in the layer “7” is performed. The control for stopping the motor 201c is preferentially performed.

  In the first pseudo continuous variation effect, as shown in FIG. 25-2, the left drive motor 201b stops rotating and is not shown. However, in the second pseudo continuous variation effect, the middle drive motor is stopped. 201b is set as an upper layer to stop the rotation. As shown in the layer data 2530, when the pseudo continuous variation effect is stopped for the third time, the left drive motor 201a and the middle drive motor 201b are set higher than the all drive motors 201a to 201c, and the stopped state is maintained. is doing.

  FIG. 25-4 is an explanatory diagram of the lamp layer data 2540 at the start of the drum effect. The layer data 2540 in FIG. 25-4 shows, for example, data at the start of a pseudo continuous variation effect (indicated as “pseudo continuous” in the figure). Specifically, in the layer data 2540 at the start of drum production, layers are set in the priority order of all reel lamps 365a to 365c, left reel lamp 365a, right reel lamp 365c, middle reel lamp 365b, and panel lamp 181. Yes.

  The RAM 363 stores a plurality of operation data at the start of each production for each control object, and each accessory operates by reading operation data corresponding to the production contents. For example, all the operation data is data blinking at high speed. Details of the operation data will be described later with reference to FIGS. 26 and 27.

  In addition, all the reel lamps 365a to 365c are set in the upper layer in the layer “7”, and control using the operation data of all the reel lamps 365a to 365c is performed. The lamps 365a to 365c and the panel lamp 181 are also controlled using operation data. However, the operation data of the layer “7” set at the upper level is given priority.

  The “color data reference layer” in the layer data 2540 indicates whether or not to refer to the color data of the lamp in the lower layer when a specific lamp is a control target. Specifically, the “color data reference layer” of each of the reel lamps 365a to 365c is the layer “3”, and the color data of the panel lamp 181 set to the layer “3” is displayed at the start of the drum effect. Indicates that it is referenced. In other words, the color data of each of the reel lamps 365a to 365c indicates that the color data of the panel lamp 181 is copied and used.

  Although not shown, the left reel lamp 365a is turned off when the second variation of the pseudo continuous variation effect starts. At this time, the left reel lamp 365 having operation data indicating turn-off is set to a higher layer than all the reel lamps 365a to 365c.

  In this embodiment, the lamp color data set in the lower layer is referred to. However, the color data corresponding to the mode flag of the effect mode may be referred to. In this case, a “mode flag” may be stored in a location corresponding to the “color data reference layer”, and color data associated with the mode flag in advance may be referred to. Specifically, when the mode flag is “1”, for example, blue color data may be referred to, and when the mode flag is “2”, yellow color data may be referred to.

  FIG. 25E is an explanatory diagram of lamp layer data 2550 when only the left reel 130a is stopped. The layer data 2550 in FIG. 25-5 shows, for example, data at the stop of the first pseudo continuous variation effect (described as “first pseudo run” in the figure). In the lamp layer data 2550 when only the left reel 130a is stopped in FIG. 25-5, the layers are set in the order of the left drive motor 201a, right drive motor 201c, middle drive motor 201b, and all reel lamps 365a to 365c. ing. The operation data is the operation data indicating that the left drive motor 201a is “lighted”, and the operation data is “low-speed flashing” except for the left drive motor 201a.

  The “color data reference layer” is set to the layer “3”, that is, the color data of the panel lamp 181 set to the layer “3” is referred to when the pseudo continuous variation effect is stopped for the first time. Is shown. In other words, the color data of each of the reel lamps 365a to 365c indicates that the color data of the panel lamp 181 is copied and used.

  By using such layer data 2550, priority is given to a control target having a higher layer set. For example, the control of causing all the reel lamps 365a to 365c shown in the layer “4” to blink at a low speed and the control of turning on the left reel lamp 365a shown in the layer “7” are performed simultaneously, but the left reel shown in the layer “7” is performed. The control for turning on the lamp 365a is preferentially performed.

  FIG. 25-6 is an explanatory diagram of lamp layer data 2560 when the right reel lamp 365c is stopped. The layer data 2560 in FIG. 25-6 indicates, for example, data at the stop of the third pseudo-continuous variation effect (described as “pseudo continuous third” in the figure). More specifically, in the layer data 2560 when the effect symbol is stopped, layers are set in the order of the right reel lamp 365c, the left reel lamp 365a, the middle reel lamp 365b, all reel lamps 365a to 365c, and the panel lamp 181. ing.

  By using such layer data 2560, priority is given to a control target having a higher layer set. Although not shown, when the pseudo continuous variation effect is stopped for the second time, the middle reel lamp 365b is set to the upper layer and lights up. When the third variation of the pseudo continuous variation effect is started, the middle reel lamp 365b having operation data indicating turn-off is set to a higher layer than all the reel lamps 365a to 365c, so that the middle reel lamp 365b is Turns off.

  At the time of the third stoppage of the pseudo continuous variation effect shown in the layer data 2560, the left reel lamp 365a and the middle reel lamp 365b are set higher than the all reel lamps 365a to 365c, and are turned off. . As described above, the left reel lamp 365a and the middle reel lamp 365b are not lit, so that the color data of the lamp set at the lower level is not referred to.

(Example of operation data)
Next, an example of operation data for each accessory will be described with reference to FIG. FIG. 26 is an explanatory diagram illustrating an example of operation data for each control target. Operation data 2600 in FIG. 26 indicates operation data for each control target. The control target corresponds to an accessory. Specifically, the control target includes various drive motors 201 and various lamps.

  The operation data indicates data representing an operation for each control target. Each data is selected in accordance with a command from the production control unit 302a. More specifically, h1 (high speed rotation), h2 (low speed rotation), h3 (stop),... Are stored as operation data of the left drive motor 201a. As operation data of all the reel lamps 365a to 365c, l1, l2, l3,... Are stored. Details of the lamp data will be described later with reference to FIG. Thus, the RAM 363 stores operation data for each control target.

(Example of details of lamp operation data)
Next, an example of details of the lamp operation data will be described with reference to FIG. FIG. 27 is an explanatory diagram showing an example of details of lamp operation data. The operation data 2700 in FIG. 27 shows the details of the lamp data in the operation data 2600 shown in FIG. The operation data of all the reel lamps 365a to 365c are l1, l2, l3, l4,. The operation data 11 to 14 are, for example, data used for the first to third pseudo-continuous variation effects, and are composed of lighting pattern data q1 to q4, respectively, and have no color data. The lighting pattern data q1 to q4 are data indicating high-speed flashing, low-speed flashing, lighting, and extinguishing, respectively.

  Regarding the color data, the color data of the layer set at the lower level is diverted. For example, for each of the operation data l1 to l3, it is set in advance that any one of the color data x of the panel lamp 181 set in the lower order is diverted. Note that the operation data 14 indicates data for turning off, and color data is not diverted.

  Similarly, the operation data of the left reel lamp 365a is m1, m2, m3, m4,. The operation data m1 to m4 are, for example, data used for the first to third pseudo continuous variation effects, and are composed of lighting pattern data r1 to r3, respectively, and have no color data. The lighting pattern data r1 to r4 are data indicating high-speed flashing, low-speed flashing, lighting, and extinguishing, respectively.

  Regarding the color data, the color data of the layer set at the lower level is diverted. For example, with respect to each of the operation data m1 to m3, it is set in advance that any one of the color data x of the panel lamp 181 set in the lower order is diverted. Note that the operation data m4 indicates data for turning off, and color data is not diverted.

  The operation data of the panel lamp 181 is p11, p12,..., P21, p22,..., P31, p32,. The operation data p includes lighting pattern data s and color data x, respectively. The lighting pattern data s is data indicating high-speed flashing, low-speed flashing, lighting, extinguishing, and the like. The color data x is data indicating blue, yellow, red, and the like.

  When all the reel lamps 365a to 365c and the left reel lamp 365a are set in the upper layer, the color data x is diverted. The operation data s4 indicates data for turning off, and no color data is stored.

  As shown in the operation data 2700, no color data is stored for the operation data of the reel lamps 365a to 365c, and the color data used for the panel lamp 181 set in the lower layer is used. That is, in the present embodiment, it is not necessary to create color data for the reel lamps 365a to 365c.

(Motor control processing)
Next, the contents of the motor control process performed by the lamp control unit 302c will be described with reference to FIG. FIG. 28 is a flowchart showing a motor control process performed by the lamp control unit 302c. The motor control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec). In the motor control process, for example, the layer data 2510 and 2540 shown in FIG. 25-1 or 25-4 are used.

  In FIG. 28, the CPU 361 of the lamp control unit 302c determines whether or not a rotation request command has been received from the image / sound control unit 302b via the production control unit 302a (step S2801). The rotation request command is a command set in the image / sound control process by the image / sound control unit 302b (see step S2206 in FIG. 22-1).

  When the rotation request command is not received (step S2801: No), the process is ended as it is. When a rotation request command is received (step S2801: YES), a stop symbol surface selection process for selecting a symbol surface to be stopped is executed (step S2802). Then, a rotation execution process for rotating and stopping the reels 130a to 130c is performed (step S2803), and the process ends. The process during rotation will be described later with reference to FIG.

(Processing during rotation execution)
Next, details of the rotation execution process shown in step S2803 of FIG. 28 will be described with reference to FIG. FIG. 29 is a flowchart showing a rotation execution process performed by the lamp control unit 302c. This rotation-in-execution process is a process in which each reel 130a to 130c is stopped one by one by the operation input from the player using the effect button 119 or the expiration of the effective period of the effect button 119.

  In other words, the rotation execution process is a process performed for each of the reels 130a to 130c when the reels 130a to 130c are stopped, for example, when three of the reels 130a to 130c are executing rotation. In the process during rotation execution, for example, layer data 2520, 2530, 2550, and 2560 shown in FIGS. 25-2, 25-3, 25-5, and 25-6 are used.

  In FIG. 29, the CPU 361 of the lamp controller 302c determines whether or not a stop process flag indicating that a motor stop process in step S2905 to be described later is to be performed (step S2901). If the stop processing flag is ON (step S2901: YES), the process proceeds to step S2905. If the stop processing flag is OFF (step S2901: NO), it is determined whether or not the effective period of the effect button 119 has passed (step S2902). When the effective period of the effect button 119 has elapsed (step S2902: YES), the process proceeds to step S2904.

  If the effective period of the effect button 119 has not elapsed (step S2902: No), it is determined whether an effect button command has been received (step S2903). The effect button command is a command set in the effect button process (see step S1702 in FIG. 17).

  When the effect button command is not received (step S2903: No), the process is terminated as it is. When the effect button command is received (step S2903: Yes), the stop process flag is turned ON (step S2904), the motor stop process is performed (step S2905), and the process ends. Details of the motor stop process will be described later with reference to FIG.

(Motor stop processing)
Next, details of the motor stop process shown in step S2905 of FIG. 29 will be described with reference to FIG. FIG. 30 is a flowchart showing a motor stop process performed by the lamp controller 302c.

  In FIG. 30, the CPU 361 of the lamp controller 302c determines whether or not a reel stop operation is being performed to stop the rotating drum 130 when the reference position (slit 213 in FIG. 2-1) has already been detected. Is determined (step S3001). When the reel stop operation is being performed (step S3001: Yes), the process proceeds to step S3005.

  When the reel stop operation is not being performed (step S3001: No), it is determined whether or not the reference position (slit 213 in FIG. 2-1) has been detected by the photosensor 214 (step S3002). When the reference position is not detected (step S3002: No), the process is ended as it is. When the reference position is detected (step S3002: Yes), the number of motor steps is set (step S3003).

  Note that the symbol surface to be stopped is determined in advance by the stop symbol surface selection process (see step S2802 in FIG. 28). The number of steps is 0 step when stopping at the reference symbol surface 212a, 200 steps when stopping at the first symbol surface 212b, and 400 when stopping at the second symbol surface 212c. It is a step.

  Thereafter, the reel stop operation is started based on the set number of steps (step S3004). Then, it is determined whether or not the reels 130a to 130c being stopped are stopped (step S3005). Note that the determination in step S3005 is specifically performed by determining whether or not the transmission of the control signal when driving the drive motor 201 is stopped.

  When the reels 130a to 130c being stopped are not stopped (step S3005: No), the processing is ended as it is. When the reels 130a to 130c being stopped are stopped (step S3005: Yes), a target motor stop command indicating that one of the reels 130a to 130c is to be stopped is set (step S3006). The image / sound controller 302b receives the target motor stop command and outputs an effect image (see step S2211 in FIG. 22-2).

  Thereafter, the stop process flag indicating that the motor stop process is to be performed is turned OFF (step S3007). Then, a lighting flag for lighting the reel lamps 365a to 365c is turned ON (step S3008), and the process is terminated.

  Note that the motor stop process described above is performed for each reel 130a to 130c when each of the reels 130a to 130c is stopped when the three reels 130a to 130c are being rotated, as in the rotation execution process. This is a process that is performed.

(Reel lamp control processing)
Next, the reel lamp control process will be described with reference to FIG. FIG. 31 is a flowchart showing a reel lamp control process performed by the lamp controller 302c. The reel lamp control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).

  In FIG. 31, the CPU 361 of the lamp control unit 302c determines whether or not a rotation request command is received from the image / sound control unit 302b via the effect supervision unit 302a (step S3101). The rotation request command is a command set in the image / sound control process by the image / sound controller 302b (see step S2206 in FIG. 22-1).

  When the rotation request command is received (step S3101: Yes), a reel lamp lighting pattern selection process for performing lighting effects of the reel lamps 365a to 365c is performed (step S3102). Then, the selected reel lamp lighting pattern is set (step S3103), and the reel lamp flag indicating that the reel lamp 365 is being lit is turned on (step S3104).

  Thereafter, a reel lamp lighting process is performed (step S3105). Since the reel lamp lighting effect is performed when the rotation request command is received from the image / sound control unit 302b, it is possible to perform an effect in which the image and the reel lamps 365a to 365c are synchronized. It has become.

  Thereafter, it is determined whether or not the lighting flag for turning on the reel lamp 365, which is set to ON when the reels 130a to 130c are stopped, is ON (step S3106). The lighting flag is a flag set in the motor stop process (see step S3008 in FIG. 30). When the lighting flag is ON (step S3106: Yes), a lighting pattern change process, which is a process for switching the lighting pattern of the target reel lamp 365, is executed (step S3107).

  The lighting pattern after the change is, for example, blinking of the reel lamp 365. Since the lighting flag is turned on when the target reels 130a to 130c are stopped (see FIG. 30), the lighting pattern can be changed when the reels 130a to 130c are stopped. ing. Thereby, the stop of the drive motor 201 and the change of the lighting pattern can be synchronized.

  Thereafter, the lighting flag is turned off (step S3108). Then, in order to determine whether or not the effect period using the reels 130a to 130c has ended, it is determined whether or not the drum effect has ended (step S3109).

  If it is the end of the drum effect (step S3109: YES), the reel lamp extinguishing process is performed (step S3110), the reel lamp flag is turned off (step S3111), and the process is terminated.

  If the rotation request command is not received in step S3101 (step S3101: No), it is determined whether the reel lamp flag indicating that the reel lamp 365 is being turned on is ON (step S3112). If the reel lamp flag is ON (step S3112: YES), the process proceeds to step S3105. If the reel lamp flag is OFF (step S3112: No), the process is terminated as it is.

  In step S3106, when the lighting flag is OFF (step S3106: No), the process ends as it is. In step S3109, when it is not the end of the drum effect (step S3109: No), the process is ended as it is.

  In the above-described processing, when it is possible to share lighting pattern data, it is possible to turn on the lamp by replacing only the color data.

(Example of production when stopping the drum)
Next, an example of effects when stopping the reels 130a to 130c will be described with reference to FIGS. The effects described with reference to FIGS. 32 to 37 include display of an effect image in the image / sound control process (see step S2211 in FIG. 22-2) and blinking of the target reel in the reel lamp control process (see FIG. 31). An example is shown in FIG.

  32 and 33 are explanatory views showing an example of effects when the left reel 130a is stopped. In FIG. 32, the image display unit 104 displays a variation effect based on the effect symbol, and shows the first variation effect start time of the pseudo continuous variation effect (described as “pseudo continuous” in the figure). Further, the reels 130a to 130c have started to rotate. At the start of the effect, for example, the layer data 2510 and 2540 at the start of the drum effect shown in FIG. 25-1 or 25-4 are used. When a certain period of time has elapsed on this display screen, the display shifts to the effect shown in FIG.

  In the effect shown in FIG. 33, all three effect symbols on the image display unit 104 are stopped. In the leftmost first effect symbol 3310 on the image display unit 104, “7” indicating that “wind” is stopped on the left reel 365a is stopped. Of the reels 130a to 130c, only the left reel 130a stops at "wind". When the left reel 130a stops, as indicated by reference numeral 3301, the left reel lamp 365a blinks to emphasize that the left reel 130a has stopped. On the left reel lamp 365a, “wind” indicating that the pseudo continuous variation effect is continued is stopped and blinking so that the flame is burning up.

  When the left reel lamp 365a blinks when the left reel 130a stops, for example, the layer data 2520 and 2550 at the start of the drum effect shown in FIG. 25-2 or FIG. 25-5 are used. By using the layer data 2520, the color data of the panel lamp 181 is used as the color data when the flame blinks. In FIG. 33, although the effect symbol is stopped, the special symbol is in a changed state because the pseudo continuous variation effect is being performed.

  Further, an effect image 3302 is displayed on the image display unit 104, and the stop of the left reel 130a is further emphasized. For example, an effect image 3302 expressing a flame is displayed adjacent to the reels 130a to 130c, and the reels 130a to 130c and the effect image 3302 are integrated to produce an effect as if the reel 130a is burning up.

  FIG. 34 and FIG. 35 are explanatory diagrams showing an example of effects when the middle reel 130b is stopped. In FIG. 34, the image display unit 104 displays the variation effect by the effect symbol, and shows the second variation effect start time of the pseudo continuous variation effect (described as “pseudo-continuous” in the figure). It should be noted that “7” in the leftmost first effect symbol 3310 holds the stopped state, and the center second effect symbol and the right third effect symbol start to fluctuate. Further, the middle reel 130b and the right reel 130c are rotating. When a certain time has elapsed on this display screen, the display shifts to the effect shown in FIG.

  In the effect shown in FIG. 35, two effect symbols that are in the effect of variation are stopped on the image display unit 104. In the second effect symbol 3510 in the center on the image display unit 104, “5” indicating that “forest” is stopped on the middle reel 365b is stopped. Then, the middle reel 130b stops at “Lin”. When the middle reel 130b stops, as indicated by reference numeral 3301, the middle reel lamp 365b blinks to emphasize that the middle reel 130b has stopped.

  At the time of blinking of the left reel lamp 365b in which the middle reel 130b is stopped, for example, layer data in which the middle drive motor 201b is set higher in the middle reel 365b is used. Specifically, the color data of the panel lamp 181 is used as the color data when the middle reel lamp 365b blinks. On the middle reel 365b, “Hayashi” indicating that the pseudo continuous variation effect is continued is stopped. Further, an effect image 3302 is displayed on the image display unit 104, and the stop of the middle reel 130b is further emphasized.

  36 and 37 are explanatory views showing an example of effects when the right reel 130c is stopped. In FIG. 36, the image display unit 104 displays a variation effect based on the effect symbol, and shows the start of the third variation effect of the pseudo continuous variation effect (described as “pseudo continuous” in the figure). Note that “7” of the first effect symbol 3310 and “5” of the second effect symbol 3510 on the image display unit 104 hold the stopped state, and only the third effect symbol starts to change. Further, only the right reel 130c is rotating. When a certain period of time has elapsed on this display screen, the display shifts to the effect shown in FIG.

  In the effect shown in FIG. 37, the third effect symbol 3710 that is in the fluctuating effect is stopped on the image display unit 104, and all effect symbols are stopped. In the third effect symbol 3710, “3” indicating that “fire” is stopped on the right reel 365c is stopped. Then, the right reel 130c stops at “fire”. When the right reel 130c stops, as indicated by reference numeral 3301, the right reel lamp 365c blinks to emphasize that the right reel 130c has stopped.

  When the right reel lamp 365c that stops the right reel 130c blinks, for example, the layer data 2530 and 2560 when all the drums are stopped shown in FIG. 25-3 or FIG. 25-6 are used. Specifically, the color data of the panel lamp 181 is used as the color data when the right reel lamp 365c blinks. On the right reel 365c, the “fire” indicating that the pseudo continuous variation effect continues and develops to reach is stopped. Further, an effect image 3302 is displayed on the image display unit 104, and the stop of the right reel 130c is further emphasized.

  As described above, in the present embodiment, when controlling the actors 510, a layer corresponding to the priority order is set, and the actors 510 whose layers are set higher are given priority, and each of the actors 510 is given priority. The operation was controlled. Therefore, it is possible to perform a complex operation on a large number of actors 510, and thus various effects can be performed.

  In the present embodiment, operation data for each of the reels 130a to 130c and operation data common to all the reels 130a to 130c are stored, and the set reels 130a to 130c are stored in accordance with the operation data and the contents of the production. The operation of each of the reels 130a to 130c is controlled using the layer used for control. Therefore, the reels 130a to 130c as the accessory 510 can be controlled separately, so that various effects can be performed.

  Furthermore, in the present embodiment, since the layer is set using the command received from the production control unit 302a, the panel lamp 181 and the drive motor 201 are changed according to the change of production such as audio production and image production. Can be switched.

  In the present embodiment, the layer is set using a command for effect switching based on the operation input from the player. Therefore, the layer can be set at an arbitrary timing according to the operation input performed by the player, and the operation of the accessory 510 can be controlled. Thereby, more various productions can be performed.

  Furthermore, in the present embodiment, a predetermined number of layers are set in advance, and when the layer is full, the set control target may be appropriately deleted according to the contents of the production. Is possible. In this way, it is possible to dynamically change the control target and the priority order, and it is possible to flexibly cope with the switching of effects.

  In particular, in the present embodiment, when the reel lamps 365a to 365c having no color data are set in layers, the color data associated with the reel lamps 365a to 365c in advance is referred to, and the referenced color data The reel lamps 365a to 365c are lit using the lighting pattern data of the reel lamps 365a to 365c for which the layer is set. Accordingly, since it is not necessary to create color data for the reel lamps 365a to 365c, the amount of data can be reduced, and forgetting to rewrite data in the manufacturing stage can be suppressed.

  In particular, in the present embodiment, when the reel lamps 365a to 365c having no color data are set as the upper layer, the color data used for the panel lamp 181 set as the lower layer and the upper layer The lamp set in the upper layer is turned on using the lamp lighting pattern set in. Therefore, the lamp color data set in the lower layer can be diverted to the lamp color data set in the upper layer. Accordingly, the lamp set in the upper layer can be turned on with a color corresponding to the lighting color of the lamp set in the lower layer, without forgetting to rewrite the data in the manufacturing stage or causing a mistake in rewriting.

  Furthermore, in the present embodiment, when the movable accessory lamps (reel lamps 365a to 365c) used at a specific performance are set in an upper layer, the color data of the panel lamp 181 that is turned on at the normal performance, The movable accessory lamp is lit using the lighting pattern data of the movable accessory lamp. Therefore, even if a separate movable accessory lamp is added using the color data of the panel lamp 181, the separately added movable accessory lamp is lit in a color corresponding to the lighting color of the panel lamp 181. It is possible to suppress an enormous increase in the amount of data. Thereby, it becomes possible to increase the variation of production.

  In addition, the accessory lamp used at the time of specific production is not limited to the reel lamps 365a to 365c, but can be a gimmick lamp 366 or the like. In the case of the gimmick lamp 366 as well, as in the case of the reel lamps 365a to 365c described above, the color data may be transferred from the lamp set in the lower layer without storing the color data.

  Moreover, according to this Embodiment, various productions can be performed and the pachinko game machine 100 with high interest property can be provided.

DESCRIPTION OF SYMBOLS 100 Pachinko machine 104 Image display part 105 1st starting port 106 2nd starting port 119 Production button 130 Drum 130a Left reel (act)
130b Medium reel
130c Right reel (act)
135 Gimmick
180 Display frame lamp (lamp)
181 panel lamp (lamp)
201 Drive motor 212 Design surface 213 Slit 214 Photo sensor 301 Main control unit 311 CPU
312 ROM
313 RAM
302 Production control unit 302a Production control unit 302b Image / sound control unit 302c Lamp control unit (object control device)
351 CPU
352 ROM
353 RAM
361 CPU
362 ROM
363 RAM (storage means)
365 reel lamp (lamp)
366 Gimmick lamp (lamp)
501 Storage unit (storage means)
502 Receiver (Receiver)
503 Setting section (setting means)
504 Operation control unit (operation control means)
505 determination unit (determination means)
506 Reference part (reference means)
507 Lighting control unit (lighting control means)
510 character

Claims (4)

  1. An accessory control apparatus for controlling an accessory including a lamp that is provided on a game board and emits light,
    Storage means for storing operation data including color data and lighting pattern data for each accessory;
    A setting means for setting a layer corresponding to a priority order for controlling the accessory according to the effect content (hereinafter referred to as “layer setting”);
    Using the operation data of the accessory stored in the storage means, giving priority to the accessory set in a higher layer by the setting means, and controlling the operation of each accessory;
    With
    The operation control means includes
    Determining means for determining whether or not a predetermined lamp having no color data has been layer set in the setting means;
    A reference unit that refers to color data that is predetermined and associated with the predetermined lamp when the determination unit determines that the predetermined lamp has been layered;
    Lighting control means for lighting the predetermined lamp using the color data referred to by the reference means and the lighting pattern data of the predetermined lamp set in layers;
    An accessory control device characterized by comprising:
  2. The determination means determines whether or not the predetermined lamp having no color data is set to a higher layer in the setting means,
    The reference means refers to color data used for a lamp that is predetermined and associated with the predetermined lamp and is set to a lower layer.
    The lighting control means turns on the predetermined lamp by using the color data referred to by the reference means and the lighting pattern data of the predetermined lamp set in a higher layer. Item 1. The accessory control apparatus according to Item 1.
  3. The determination means determines whether or not an accessory lamp used at the time of a specific performance is set as a higher layer as the predetermined lamp,
    The reference means is a board lamp provided on a game board that is turned on during a normal performance as a lamp set in a lower layer when it is determined by the determination means that the accessory lamp is set in a higher layer. Refer to the color data of
    3. The accessory control according to claim 1, wherein the lighting control unit lights the accessory lamp using color data of the panel lamp and lighting pattern data of the accessory lamp. 4. apparatus.
  4.   A pachinko gaming machine comprising the accessory control device according to any one of claims 1 to 3.
JP2010041083A 2010-02-25 2010-02-25 Equipment control device and pachinko game machine Expired - Fee Related JP5017395B2 (en)

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Cited By (4)

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Publication number Priority date Publication date Assignee Title
JP2014076180A (en) * 2012-10-11 2014-05-01 Olympia:Kk Game machine
JP2017000335A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine
JP2017000333A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine
JP2017000334A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine

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JP2003024553A (en) * 2001-05-09 2003-01-28 Daiman:Kk Game machine
JP2003210764A (en) * 2002-01-17 2003-07-29 Sankyo Kk Game machine
JP2004041438A (en) * 2002-07-11 2004-02-12 Sankyo Kk Game machine
JP2005152332A (en) * 2003-11-26 2005-06-16 Sanyo Product Co Ltd Game machine
JP2006187327A (en) * 2004-12-28 2006-07-20 Daiichi Shokai Co Ltd Game machine
JP2008161333A (en) * 2006-12-27 2008-07-17 Aruze Corp Game machine
JP2009061153A (en) * 2007-09-07 2009-03-26 Daiman:Kk Game machine

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JP2003024553A (en) * 2001-05-09 2003-01-28 Daiman:Kk Game machine
JP2003210764A (en) * 2002-01-17 2003-07-29 Sankyo Kk Game machine
JP2004041438A (en) * 2002-07-11 2004-02-12 Sankyo Kk Game machine
JP2005152332A (en) * 2003-11-26 2005-06-16 Sanyo Product Co Ltd Game machine
JP2006187327A (en) * 2004-12-28 2006-07-20 Daiichi Shokai Co Ltd Game machine
JP2008161333A (en) * 2006-12-27 2008-07-17 Aruze Corp Game machine
JP2009061153A (en) * 2007-09-07 2009-03-26 Daiman:Kk Game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014076180A (en) * 2012-10-11 2014-05-01 Olympia:Kk Game machine
JP2017000335A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine
JP2017000333A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine
JP2017000334A (en) * 2015-06-08 2017-01-05 株式会社三共 Game machine

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