JP2013180137A - Game machine - Google Patents

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Publication number
JP2013180137A
JP2013180137A JP2012047365A JP2012047365A JP2013180137A JP 2013180137 A JP2013180137 A JP 2013180137A JP 2012047365 A JP2012047365 A JP 2012047365A JP 2012047365 A JP2012047365 A JP 2012047365A JP 2013180137 A JP2013180137 A JP 2013180137A
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effect
display
big hit
symbol
command
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JP2012047365A
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JP5629413B2 (en
JP2013180137A5 (en
Inventor
Toshio Ogura
敏男 小倉
Masahito Tani
雅人 谷
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Sankyo Co Ltd
株式会社三共
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Priority to JP2012047365A priority Critical patent/JP5629413B2/en
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Publication of JP2013180137A5 publication Critical patent/JP2013180137A5/ja
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Abstract

PROBLEM TO BE SOLVED: To provide a game machine maintaining the player's operation will during the performance of presentation, and maintaining the game excitement.SOLUTION: When a barrage counter value reaches 16 as a threshold value, countdown presentation is started (D31), even when presentation terminating timer has a remaining time of eight seconds. When the countdown presentation is in the final stage ("you have 0 second") (D33), a barrage indication image 1100 disappears, and a player stops the barrage. In the remaining time of the presentation terminating timer, defeat presentation (D34) is performed as special presentation.

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine in which a player can play a predetermined game.
  As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined prize value is given to the player There is something that was configured. Further, a variable display unit capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and a predetermined game value is obtained when the display result of the variable display of the identification information in the variable display unit becomes a specific display result. Are configured to give the player.
  The winning value means that a winning ball is paid out or a score or a prize is given in accordance with the winning of a game ball in the winning area. In addition, the game value means that when a specific display result is obtained, the state of the variable winning ball apparatus provided in the gaming area of the gaming machine becomes an advantageous state for a player who is easy to win, and for the player. For example, a right to be advantageous can be generated, and a condition for paying out a winning ball can be easily established.
  In a pachinko machine, a specific display mode determined in advance is derived and displayed as a display result of variable display of a special symbol (identification information) that is started in the variable display unit based on the winning of a game ball at the start winning opening. When it is made, “big hit (specific game state)” occurs. The derived display is to stop and display the symbol. When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times the special winning opening is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Hereinafter, the opening period of each special winning opening may be referred to as a round.
  Some of these gaming machines have operating means that can be operated by the player, and there are those that prompt the player to operate the operating means and increase the gameability by causing the player to operate the operating means. . For example, the gaming machine described in Patent Literature 1 displays a gauge image that informs the remaining time during which the operation means (effect button) can be operated, and operates the operation means before the remaining time becomes zero. Urging. In addition, the gaming machine described in Patent Document 2 includes the start timing ST1 of the operation valid period of the operating means (jog shuttle) and the start timing ST2 of the production according to the operation of the operating means within the variable period. Playability is improved by changing it randomly. In addition, the gaming machine described in Patent Document 3 counts the number of times that the operation validity period has ended without operating the operation means (operation button), and changes the operation validity notification mode based on the count value. (If the count value is larger than the predetermined value, notification by image display and audio output is performed, and if the count value is less than the predetermined value, notification is performed only by image display), thereby prompting the player to operate the operation means.
  In addition, in these gaming machines, when it is determined that a predetermined condition such as the above-mentioned specific gaming state is established, the operation means is continuously operated by the player after the start of variable display and before the stop display of the jackpot symbol etc. (For example, by repeatedly pressing a button), display information (for example, a gauge image) is updated according to the number of operations, and the display information has reached a predetermined final stage (for example, the gauge has reached 100%). In some cases, an effect is given in which the player is notified of the establishment of the predetermined condition. On the other hand, when it is determined that a predetermined condition such as the above-mentioned specific gaming state is not established, the display information is identified before the final stage by continuously operating the operation means (for example, button stroke). Even if the stage is reached (for example, the gauge reaches 80%), the production mode does not reach the final stage.
JP 2011-125550 A (paragraphs 0092-0093, FIG. 6) JP 2011-41863 (paragraphs 0109-0118, FIG. 28, FIG. 32) JP 2010-29442 A (paragraphs 0051-0052, FIGS. 4 and 7)
  However, even if it is determined that the predetermined condition such as the above-mentioned specific gaming state is not satisfied, the player expects that the display information will reach the final stage (that is, a big hit will occur, etc.) Even after the information reaches a specific stage, the operation means is continuously operated during the period when the operation is prompted. As a result, no matter how much the player operates the operation means, the display information does not exceed the specific stage, and it does not matter whether the operation means has been operated for a long time, and eventually the predetermined condition is not satisfied. For this reason, there is a problem that the player's willingness to operate is reduced and the interest of the game is also reduced.
  The present invention has been made based on such a background, and an object of the present invention is to provide a gaming machine that does not reduce the player's willingness to operate at the time of performance execution and does not lower the interest of the game. .
The gaming machine according to means 1 is:
A gaming machine (pachinko gaming machine 1) in which a player can play a predetermined game,
Operation means (push button 120) that can be operated by the player;
Count means for counting the number of operations of the operation means within a predetermined period (the effect control microcomputer 100 that executes the processes of steps S8121 and S8122 during the effect end timer set period);
An operation effect execution means for executing an operation effect that prompts the operation of the operation means with the start of the predetermined period (an image that imitates the push button 120 and an image that imitates the push button 120 on the effect display device 9) An effect control microcomputer 100) for displaying 1100;
Update means (step S8123 is executed) that updates display information related to the number of operations (display of gauge image 1000) in a stepwise manner according to the number of operations counted by the counting means (continuous hit counter value). Production control microcomputer 100),
At a predetermined timing before the end of the predetermined period (two seconds before the time-out or when the consecutive hit counter value reaches the threshold), the remaining period until the predetermined period ends is notified in a recognizable manner (“remaining × seconds ”Is displayed on the effect display device 9) notification effect execution means for starting the notification effect (the microcomputer 100 for effect control that executes the process of steps S 8127, S 8128 or S 8151, S 8152),
Determining means for determining whether or not to establish a specific condition relating to the game (game control microcomputer 560 that executes the jackpot determination process of step S61);
When the determining means determines that the specific condition is satisfied, the updating means can update the display information to a final stage (based on receiving a variation pattern command indicating a big hit) In step S6500 to S6502, the execution of the big hit time continuous notice effect A that can update the display of the gauge image 1000 to 100% is determined.) On the other hand, when the determination means determines that the specific condition is not satisfied, The display information is not updated until the final stage (based on the fact that the variation pattern command indicating the deviation is received, the display of the gauge image 1000 can be updated only up to 80% in steps S6500 to S6502. Decide to run),
When it is determined by the determining means that the specific condition is not satisfied, the display information is displayed at a specific stage before the final stage at a specific timing (2 seconds before the time-out of the production end timer) before the predetermined period ends. When the gauge display is not updated up to 80%), the notification effect by the notification effect execution means is started (steps S8127 and S8128 are executed), and the operation effect by the operation effect execution means is completed at the end of the predetermined period. (Since YES is determined in step S8116, the processes in steps S8119A and S8119B are executed)
When it is determined that the specific condition is not established by the determining means, the notification effect by the notification effect executing means is started when the display information is updated to a specific stage before the specific timing. (Steps S8151, S8152 are executed in accordance with the determination of YES in step S8124 and NO in step S8140), and the notification effect is in a state indicating that there is no remaining period before the end of the predetermined period. Accordingly, the operation effect by the operation effect execution means is terminated (step S8132 is executed in response to the determination of YES in step S8131 to hide the continuous hitting suggestion image 1100).
According to this gaming machine, when the display information is updated to a specific stage before a specific timing, the operation effect ends before the end of the predetermined period, so that the player performs a useless operation. The period can be shortened. As a result, the player's willingness to operate is not diminished, and a decrease in interest can be prevented.
The gaming machine according to means 2 is:
A gaming machine described in means 1,
When the operation effect by the operation effect execution means is ended before the end of the predetermined period (when step S8132 is executed in accordance with the determination of YES in step S8131 and the continuous hitting suggestion image 1100 is not displayed) ), A predetermined effect (defeat effect as a special effect) is executed after the operation effect is completed.
According to this gaming machine, the time can be effectively used after the operation effect is finished, and the effect can be executed to improve the interest.
The gaming machine according to means 3 is:
A gaming machine described in means 2,
Even when it is determined that the specific condition is established by the determining means, the notification effect by the notification effect executing means is started when the display information is updated to a specific stage before the specific timing. (Even if it is decided to execute the big hit continuous hitting notice effect B, YES in step S8124 and NO in step S8140, steps S8151 and S8152 are executed), and the notification effect is displayed for the predetermined period. The operation effect by the operation effect execution means is ended in accordance with the final stage before the end of (the step S8132 is executed in response to the determination of YES in step S8131 and the consecutive hit suggestion image 1100 is not displayed),
After the end of the operation effect, the predetermined effect (D45 effect, which is the first half of the reverse effect) is executed, and then the fact that the specific condition is satisfied (D46 effect, which is the second half of the reverse effect) is notified. It is characterized by.
According to this gaming machine, since the player cannot grasp whether or not a specific condition is satisfied only by executing the predetermined effect, the player is immediately discouraged when the predetermined effect is executed. It is possible to prevent this from happening and to make the user interested in the subsequent notification. In addition, the time after the operation effect is finished can be effectively used to execute the effect and improve the interest.
The gaming machine according to means 4 is:
A gaming machine described in any one of means 1 to 3,
The update means has a period until the display information is updated to a specific stage (a period until the gauge display reaches 80% in the case of the continuous hitting notice effect A, and a gauge display of 99% in the case of the continuous hitting notice effect B). The display information is updated based on a common update method between the case where it is determined that the specific condition is satisfied by the determining means and the case where it is determined that the specific condition is not satisfied. It is characterized in that it is performed (when it is different from the case where it is a big hit, the relationship between the counter hit counter value and the gauge display is made common).
According to this gaming machine, since the player cannot grasp whether or not a specific condition is satisfied depending on the difference in the update method, the interest is improved.
The gaming machine according to means 5 is
A gaming machine described in any one of means 1 to 4,
Update method changing means capable of changing the update method for updating the display information by the updating means (for effect control for executing the process of step S6502 for determining whether to execute the continuous hitting notice effect A or the continuous hitting notice effect B) And a microcomputer 100).
According to this gaming machine, it is possible to prevent the display information update mode from becoming monotonous for the player.
It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). FIG. 4 is a block diagram illustrating an example of circuit configurations of an effect control board, a lamp driver board, and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 4 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows the variation pattern classification determination table for big hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of the symbol designation | designated command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a pending | holding buffer. It is a flowchart which shows the effect process at the time of winning. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is a flowchart which shows an example of the program of a special symbol display control process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows production control process processing. It is a flowchart which shows prefetch notice effect determination processing. It is explanatory drawing which shows the specific example of a prefetch notice allocation table. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows an effect design fluctuation start process. It is explanatory drawing which shows an example of the stop symbol of an effect symbol. It is explanatory drawing which shows the structural example of process data. It is a flowchart which shows a notification effect setting process. It is explanatory drawing which shows the update method of the gauge display in each continuous hitting notice effect. It is a flowchart which shows the process during effect design change. It is a flowchart which shows the process during effect design change. It is a flowchart which shows the process during effect design change. It is a flowchart which shows an effect design fluctuation stop process. It is explanatory drawing which shows the execution timing of each effect in the fluctuation period of an effect symbol. It is a flowchart which shows a big hit display process. It is a flowchart which shows a big hit end effect process. It is explanatory drawing which shows the production | presentation aspect at the time of the start of the continuous hitting notice production. It is explanatory drawing which shows an example of the production | presentation aspect of the big hit time continuous hitting announcement effect A. FIG. It is explanatory drawing which shows an example of the production | presentation aspect of the off-time repeated hitting notice effect A. FIG. It is explanatory drawing which shows an example of the production | presentation aspect of the off-time repeated hitting notice effect A. FIG. It is explanatory drawing which shows an example of the production | presentation aspect of the big hit time continuous notice effect B. FIG.
  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.
  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).
  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.
  The member that forms the extra ball tray (lower tray) 4 is configured in a stick shape (bar shape), for example, at a predetermined position on the front side of the upper surface of the lower tray main body (for example, the central portion of the lower tray). Is attached to the stick controller 122 that can be tilted in a plurality of directions (front and rear, left and right). It should be noted that the stick controller 122 has a predetermined operation, for example, by performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 122 with an operation hand (for example, the left hand). A trigger button 121 (see FIG. 3) capable of performing an instruction operation is provided, and a trigger sensor 125 (see FIG. 3) for detecting a predetermined instruction operation by a push-pull operation or the like on the trigger button 121 is provided inside the operation rod of the stick controller 122. 3) is built-in. In addition, a tilt direction sensor unit 123 (see FIG. 3) that detects a tilting operation with respect to the operating rod is provided in the lower plate main body and the like below the stick controller 122. The stick controller 122 includes a vibrator motor 126 (see FIG. 3) for causing the stick controller 122 to vibrate.
  The member that forms the hitting ball supply tray (upper plate) 3 is subjected to a predetermined instruction operation, for example, by a player pressing a predetermined position on the upper surface of the upper plate body (for example, above the stick controller 122). A possible push button 120 is provided. The push button 120 only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 124 (see FIG. 3) for detecting an operation action of the player performed on the push button 120 may be provided inside the main body of the upper plate at the position where the push button 120 is installed. In the configuration example shown in FIG. 1, the mounting positions of the push button 120 and the stick controller 122 are in a vertical positional relationship in the central portion of the upper plate and the lower plate. On the other hand, it is good also considering the attachment position of the push button 120 and the stick controller 122 as the position approached to either right or left in the upper plate and the lower plate, maintaining the vertical relationship. Alternatively, the mounting position of the push button 120 and the stick controller 122 is not in the vertical relationship, but may be in the horizontal relationship, for example.
  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. The display screen of the effect display device 9 includes an effect symbol display area for performing variable display of the effect symbol in synchronization with the variable display of the first special symbol or the second special symbol. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of effect symbols. The effect symbol display area includes a symbol display area for variably displaying, for example, three decorative (effect) effect symbols of “left”, “middle”, and “right”. The symbol display area includes “left”, “middle”, and “right” symbol display areas, but the position of the symbol display area does not have to be fixed on the display screen of the effect display device 9. Three areas of the display area may be separated. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer causes the effect display device 9 to execute the effect display along with the variable display, and the second special symbol display 8a executes the second special display. When the variable display of the second special symbol is executed on the symbol display 8b, the effect display is executed by the effect display device 9 along with the variable display, so that the progress of the game can be easily grasped. .
  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) Stops, swings, scales, or deforms in a state that matches the symbol combination), or multiple symbols fluctuate synchronously in the same symbol, or the position of the display symbol is switched Thus, an effect performed in a state where the possibility of occurrence of a big hit (hereinafter, these states are referred to as reach states) before the final result is displayed is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. And when the display result of the symbol variably displayed on the effect display device 9 is not a big hit symbol, it becomes “out” and the variation display state ends. A player plays a game while enjoying how to generate a big hit.
  Note that, in this embodiment, a case is shown in which the effect symbol display is performed as a liquid crystal display effect in the effect display device 9, but the effect performed in the effect display device 9 is the one shown in this embodiment. For example, an effect having a predetermined story characteristic may be executed, and an effect may be executed in which the result of the story is displayed based on the determination result of the jackpot determination or the variation pattern. For example, perform a battle effect where professional wrestling and soccer matches and enemy characters fight, perform an effect to win the game and battle if it is a big hit, and perform an effect to defeat the game and battle if it is off Also good. Further, for example, instead of displaying the result such as winning or losing, an effect may be executed in which a predetermined story such as a story is developed in order.
  In the upper right part of the display screen of the effect display device 9, there are provided fourth symbol display areas 9c and 9d for displaying a fourth symbol after the effect symbol, a special symbol described later, and a normal symbol. In this embodiment, a fourth symbol display area 9c for the first special symbol in which the variation display of the fourth symbol for the first special symbol is performed in synchronization with the variation display of the first special symbol described later, There is provided a fourth symbol display area 9d for the second special symbol in which the variation display of the fourth symbol for the second special symbol is performed in synchronization with the variation display of the special symbol.
  In this embodiment, the variation display of the effect symbol is executed in synchronization with the variation display of the special symbol (however, to be precise, the variation display of the effect symbol is varied on the effect control microcomputer 100 side). This is done by measuring the variation time recognized based on the pattern command.) When performing an effect using the effect display device 9, for example, the effect content including the change display of the effect symbol disappears from the screen for a moment. There are a variety of effects such as effects being performed and effects in which movable objects shield all or part of the screen. For this reason, even if the display screen on the effect display device 9 is viewed, it may be difficult to recognize whether or not the current variation display is in progress. Therefore, in this embodiment, whether or not the state of the present variation is being displayed by confirming the state of the fourth symbol by further displaying the variation of the fourth symbol on a part of the display screen of the effect display device 9. It is possible to reliably recognize whether or not. Note that the 4th symbol is always variably displayed with a constant operation and does not disappear from the screen or is not shielded by a shielding object, so that it can always be visually recognized.
  The 4th symbol for the first special symbol and the 4th symbol for the 2nd special symbol may be collectively referred to as the 4th symbol, and the 4th symbol display area 9c for the 1st special symbol and the 2nd special symbol The 4th symbol display area 9d for symbols may be collectively referred to as a 4th symbol display area.
  The variation (variable display) of the fourth symbol is realized by continuing the state where the fourth symbol display areas 9c and 9d are repeatedly turned on and off at a predetermined time interval in a predetermined display color (for example, blue). . The variable display of the first special symbol on the first special symbol display unit 8a is synchronized with the variable display of the fourth symbol for the first special symbol in the fourth symbol display area 9c for the first special symbol. The variable display of the second special symbol on the second special symbol display 8b is synchronized with the variable display of the fourth symbol for the second special symbol in the fourth symbol display area 9d for the second special symbol. Synchronous means that the variable display start time and end time are the same, and the variable display period is the same.
  When the big hit symbol is stopped and displayed on the first special symbol display 8a, the display color reminiscent of the big hit in the fourth symbol display area 9c for the first special symbol (a display color different from the loss. Sometimes it is displayed in blue, but it is displayed in red when it is a big hit, and the display color may be different depending on the type of big hit (whether it is a probable big hit or a normal big hit). The display color may be different depending on whether or not it is a big hit that can be expected to win a game ball to the big winning opening (for example, a big hit other than a sudden probability change big hit). If it is controllable, the display color may be changed according to the number of rounds continued in the jackpot game, and the number of rounds per jackpot is the same as in this embodiment. Even if there is, for example, the opening time of the big prize opening per round is short (for example, 1 second), and the big winnings per round and the big winning prize opening per round cannot be expected substantially. If the opening time is long (for example, 30 seconds) and there is a big hit that can be expected to win a game ball in the big winning opening, whether or not the game ball can be expected to win in the big winning opening. The display color may be different depending on the number of times, and for example, the number of opening of the big winning opening per round is different, so that it is possible to expect the winning of the game ball to the big winning opening. Even when there is a big hit that cannot be made, the display color may be made different depending on whether or not the game ball can be expected to substantially win the big winning opening.
  Further, when the big hit symbol is stopped and displayed on the second special symbol display 8b, the display color reminiscent of the big hit in the fourth symbol display area 9d for the second special symbol (display color different from the loss. Sometimes it is displayed in blue, but it is displayed in red when it is a big hit, and the display color may be different depending on the type of big hit (whether it is a probable big hit or a normal big hit). The display color may be different depending on whether or not it is a big hit that can be expected to win a game ball to the big winning opening (for example, a big hit other than a sudden probability change big hit). If it is controllable, the display color may be changed according to the number of rounds continued in the jackpot game, and the number of rounds per jackpot is the same as in this embodiment. Even if there is, for example, the opening time of the big prize opening per round is short (for example, 1 second), and the big winnings per round and the big winning prize opening per round cannot be expected substantially. If the opening time is long (for example, 30 seconds) and there is a big hit that can be expected to win a game ball in the big winning opening, whether or not the game ball can be expected to win in the big winning opening. The display color may be different depending on the number of times, and for example, the number of opening of the big winning opening per round is different, so that it is possible to expect the winning of the game ball to the big winning opening. Even when there is a big hit that cannot be made, the display color may be made different depending on whether or not the game ball can be expected to substantially win the big winning opening.
  The display colors when the fourth symbol display areas 9c and 9d are turned off are different from the background image (for example, black) in order to prevent the display colors from being assimilated with the background image when the lights are turned off. It is desirable to be.
  In this embodiment, the case where the 4th symbol display area is provided on a part of the display screen of the effect display device 9 is shown, but a light emitter such as a lamp or LED is used separately from the effect display device 9. Thus, the fourth symbol display area may be realized. In this case, for example, the variation (variable display) of the fourth symbol may be realized by continuing the state in which the two LEDs are alternately lit, and any of the two LEDs is stopped. Whether or not the jackpot symbol is stopped and displayed may be indicated depending on whether or not it is displayed.
  Further, in this embodiment, a case is shown in which separate fourth symbol display areas 9c and 9d are provided corresponding to the first special symbol and the second special symbol, respectively, but the first special symbol and the second special symbol are provided. A fourth symbol display area common to the symbols may be provided in a part of the display screen of the effect display device 9. Moreover, you may make it implement | achieve the 4th symbol display area common with respect to a 1st special symbol and a 2nd special symbol using light-emitting bodies, such as a lamp | ramp and LED. In this case, when executing the variation display of the fourth symbol in synchronization with the variation display of the first special symbol, and when executing the variation display of the fourth symbol in synchronization with the variation display of the second special symbol, For example, the display of different display colors at certain time intervals may be performed by distinguishing and executing the variation display of the fourth symbol by performing display that repeatedly turns on and off. In addition, when the variation display of the fourth symbol is executed in synchronization with the variation display of the first special symbol, and when the variation display of the fourth symbol is performed in synchronization with the variation display of the second special symbol, for example, The display of the fourth symbol may be distinguished and executed by performing a display that repeatedly turns on and off at different time intervals. In addition, for example, when the stop symbol is derived and displayed corresponding to the variation display of the first special symbol, and when the stop symbol is derived and displayed corresponding to the variation display of the second special symbol, the same big hit symbol is obtained. However, you may make it stop-display the stop symbol of a different aspect.
  On the right side of the effect display device 9, a first special symbol display (first variable display unit) 8a for variably displaying the first special symbol as identification information is provided. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. Further, on the right side of the effect display device 9 (next to the right of the first special symbol display 8a), a second special symbol display (second variable display unit) 8b for variably displaying the second special symbol as identification information. Is also provided. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.
  The small display is formed in a square shape, for example. In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.
  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b are collectively referred to as a special symbol indicator (variable display unit). There are things to do.
  Although this embodiment shows a case where two special symbol indicators 8a and 8b are provided, the gaming machine may be provided with only one special symbol indicator.
  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 after passing (including winning)), the variable display start condition (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) The state is started and the big hit game is not executed), and when the variable display time (fluctuation time) elapses, the display result (stop symbol) is derived and displayed. Note that the passing of a game ball means that the game ball has passed through a predetermined area such as a prize opening or a gate, and that includes a game ball entering (winning) a prize opening. It is. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).
  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.
  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. Therefore, in a state where the variable winning ball device 15 is in the closed state, it is easier for the game ball to win the first starting winning port 13 than the second starting winning port 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize.
  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.
  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.
  In this embodiment, as shown in FIG. 1, the variable winning ball apparatus 15 that opens and closes only the second start winning opening 14 is provided. Any of the start winning ports 14 may be provided with a variable winning ball device that performs an opening / closing operation.
  Above the second special symbol display 8b, there is a second special symbol hold memory display 18b comprising four displays for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. Is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.
  Further, above the second special symbol hold memory display 18b, the number of effective winning balls that have entered the first start winning opening 13, that is, the first hold memory number (the hold memory is also referred to as start memory or start prize memory). ) Is displayed, a first special symbol reservation storage display 18a is provided. The first special symbol storage memory display 18a increases the number of indicators to be turned on by 1 every time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.
  In addition, at the lower part of the display screen of the effect display device 9, there is provided a total pending storage display unit 18c for displaying the total number (total number of pending pending storage) that is the sum of the first reserved memory count and the second reserved memory count. ing. In this embodiment, since the total pending storage display unit 18c that displays the total number is provided as described above, it is easy to grasp the total number of execution conditions that have not met the variable display start condition. be able to. In addition, you may make it provide the 1st reservation memory display part which displays the 1st reservation memory number, and the 2nd reservation memory display part which displays the 2nd reservation memory number.
  The effect display device 9 is for decoration (for effects) during the variable display time of the first special symbol by the first special symbol display 8a and during the variable display time of the second special symbol by the second special symbol display 8b. A variable display of the effect symbol as the symbol is performed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 reminds the jackpot The combination of is stopped and displayed.
  Further, as shown in FIG. 1, a special variable winning ball apparatus 20 that forms a big winning opening is provided below the variable winning ball apparatus 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23. The special variable winning ball apparatus 20 is provided with a large winning opening LED 20A that is lit up and displayed when a game ball wins during a lighting effect described later.
  On the left side of the effect display device 9, a normal symbol display 10 for variably displaying normal symbols is provided. In this embodiment, the normal symbol display 10 is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the normal symbol display 10 is configured to variably display numbers (or symbols) from 0 to 9. Moreover, the small display is formed in, for example, a square shape. Note that the normal symbol display 10 may be configured to variably display a number (or a two-digit symbol) of, for example, 00 to 99. In addition, the normal symbol display 10 is not limited to a 7-segment LED or the like, for example, a display capable of lighting a predetermined symbol display (for example, a decoration lamp capable of alternately lighting and displaying “O” and “X”). It may be comprised.
  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. When the stop symbol in the normal symbol display 10 is a predetermined symbol (a winning symbol, for example, a symbol “7”), the variable winning ball apparatus 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of LEDs to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one. In addition, a probability variation state in which the probability of being determined to be a big hit compared to the normal state is high (a state in which the probability of being determined to be a big hit as a result of fluctuation display of special symbols is increased compared to the normal state). Then, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the opening time and the number of times of opening of the variable winning ball device 15 are increased. Even in the short state (the game state in which the variable display time of the special symbol is shortened) when the symbol variation time is shortened although it is not the probability variation state, the opening time and the number of times of opening of the variable winning ball device 15 are increased.
  At the lower part of the game board 6, there is an out-port 26 through which a hit ball that has not won is taken. In addition, four speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the upper left and right and lower left and right outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided.
  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the variable display (variation) of the first special symbol is started on the first special symbol display 8a, and the variable display of the effect symbol is started on the effect display device 9. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.
  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.
  In this embodiment, when the probability variation is a big hit, the game state is shifted to a high probability state (probability variation state), and the game ball is likely to start and win (that is, special symbol indicators 8a and 8b and effects). The display device 9 shifts to a high base state that is a gaming state controlled so that a variable display execution condition on the display device 9 is easily established (in this embodiment, shifts to a time-short state). In addition, when the gaming state is shifted to the short time state, the state is shifted to the high base state. In the high base state, for example, the frequency at which the variable winning ball device 15 is in the open state is increased or the time in which the variable winning ball device 15 is in the open state is extended compared to the case in which the high base state is not in the high base state. It becomes easier to win a start.
  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol in the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.
  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is hit increases, the frequency that the variable winning ball apparatus 15 is opened is increased, and the start winning state is easily set (high base state).
  In addition, the change time of special symbols and production symbols will be shortened by shifting to the short time state when the variation time (variable display period) of special symbols and production symbols is shortened. The frequency of being played (in other words, the digestion of the reserved memory becomes faster), and the situation where an invalid start prize is generated can be reduced. Therefore, an effective start winning is likely to occur, and as a result, the possibility of a big hit game being increased.
  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it is easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state). In addition, it is easier to win a start by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). You may make it move to a base state.
  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 2 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).
  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power supply created on the power supply board. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data (special symbol process flag, probability variation flag, etc.) corresponding to the game state, that is, the control state of the game control means, and data indicating the number of unpaid prize balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.
  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.
  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.
  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.
  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 503. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.
  Further, an input driver circuit 58 that provides detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31.
  In addition, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b that variably displays special symbols, a normal symbol display 10 that variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.
  An information output circuit 64 that outputs information output signals such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer via the terminal board 160 is also mounted on the main board 31.
  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control of the effect display device 9 for variably displaying effect symbols is performed.
  Further, the effect control means mounted on the effect control board 80 controls the display of the frame LED 28 provided on the frame side and the big prize opening LED 20A provided at the big prize opening via the lamp driver board 35. And the sound output from the speaker 27 is controlled via the sound output board 70.
  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.
  The effect control board 80 includes an effect control CPU 101 and an effect control microcomputer 100 including a RAM for storing information related to effects such as effect symbol process flags. The RAM may be externally attached. In this embodiment, the RAM in the production control microcomputer 100 is not backed up. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.
  In this embodiment, a VDP 109 that performs display control of the effect display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. VRAM is a buffer memory for developing image data. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9 via the frame memory.
  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores character image data and moving image data displayed on the effect display device 9, specifically, a person, characters, figures, symbols (including effect symbols), and background image data in advance. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.
  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.
  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).
  Further, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action on the trigger button 121 of the stick controller 122 has been detected from the trigger sensor 125 via the input port 106. Further, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that a player's operation action on the push button 120 has been detected from the push sensor 124 via the input port 106. In addition, the production control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action with respect to the operation rod of the stick controller 122 has been detected from the tilt direction sensor unit 123 via the input port 106. . Further, the effect control CPU 101 outputs a drive signal to the vibrator motor 126 via the output port 105 to cause the stick controller 122 to vibrate.
  Further, the effect control CPU 101 outputs a signal for driving the LED to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.
  In the lamp driver board 35, a signal for driving the LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies current to light emitters such as the frame LED 28 and the special prize opening LED 20A based on a signal for driving the LED.
  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data and outputs it to the amplifier circuit 705. The amplification circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speaker 27. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data showing the output form of the sound effect or sound in a time series in a predetermined period (for example, the changing period of the effect design).
  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.
  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.
  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes normal initialization processing (steps S10 to S15).
  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.
  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.
  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer) ), A portion in which data indicating the number of unpaid prize balls is set.
  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Further, the CPU 56 transmits a display result designation command designating a display result (usually big hit, probable big hit, sudden probable big hit, small hit or out) stored in the backup RAM to the effect control board 80 (step). S44). Then, the process proceeds to step S14. In step S44, for example, when the value of a special symbol pointer (to be described later) is also stored in the backup RAM, the CPU 56 also transmits a first symbol variation designation command and a second symbol variation designation command (see FIG. 13). You may make it do. In this case, the production control microcomputer 100 may resume the variation display of the fourth symbol based on the reception of the first symbol variation designation command or the second symbol variation designation command.
  In this embodiment, the value of a variable time timer (to be described later) is also stored in the backup RAM area. Therefore, when the power failure is restored, after the display result designation command is transmitted in step S44, measurement of the saved variation time timer value is resumed, and the variation display of the special symbol is resumed and saved. When the value of the changed time timer has timed out, a symbol determination designation command to be described later is further transmitted. In this embodiment, a special symbol process flag value, which will be described later, is also stored in the backup RAM area. Therefore, when the power failure is recovered, the special symbol process is resumed from the process corresponding to the value of the stored special symbol process flag.
  Note that the display result designation command is not necessarily transmitted when the power failure is restored, but the CPU 56 may first confirm whether or not the value of the variable time timer stored in the backup RAM area is zero. . If the value of the variation time timer is not 0, it is determined that a power failure occurs during the variation, and a display result designation command is transmitted. It may be determined that the state has not been reached, and the display result designation command may not be transmitted.
  Further, the CPU 56 may first check whether or not the value of the special symbol process flag stored in the backup RAM area is 3. If the value of the special symbol process flag is 3, it is determined that the power failure occurs during the fluctuation, and a display result designation command is transmitted. If the special symbol process flag is not 3, the fluctuation occurs at the time of the power failure. The display result designation command may not be transmitted because it is determined that it is not in the middle.
  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.
  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. In addition, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).
  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. Value is set.
  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.
  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.
  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 4 ms.
  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of the counter for generating the display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.
  In this embodiment, the reach effect is executed using effect symbols that are variably displayed on the effect display device 9. In addition, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed (however, in the case of the sudden probability variation big hit, the reach probability sudden hit symbol (for example, “135”) is not reached but reached. May be stopped). When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether to execute the reach effect by performing a lottery to determine the variation pattern type and variation pattern using random numbers. To do. However, it is the production control microcomputer 100 that actually executes the reach production control.
  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).
  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.
  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).
  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.
  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.
  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).
  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).
  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).
  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).
  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.
  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.
  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.
  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. There may be a case where a predetermined combination of effects that does not reach reach is stopped and displayed without reaching reach. Such a variable display mode of the effect symbol is referred to as a variable display mode of “non-reach” (also referred to as “normally shift”) in a case where the variable display result is a loss symbol.
  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. After reaching the reach state, a reach effect is executed, and a combination of predetermined effect symbols that do not eventually become a jackpot symbol may be stopped and displayed. Such a variable display result of the effect design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.
  In this embodiment, when the big win symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the effect symbol becomes the reach state. Finally, the effect symbols are stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R in the effect display device 9 (provided that the probability sudden hit is sudden) In some cases, the probability change big hit symbol (for example, “135”) is stopped and displayed without being reached).
  When “5”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display variable display mode is “suddenly probable big hit” on the effect display device 9. In the same manner as in the case where the effect symbol is variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, "135") may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “5”, which is the small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .
  Here, the small win is a hit that is allowed up to a small number of times that the big winning opening is opened compared to the big win (in this embodiment, the opening for 0.1 second is twice). When the small hit game ends, the game state does not change. That is, there is no transition from the probability variation state to the normal state or from the normal state to the certain variation state. In addition, the sudden probability change big hit is allowed up to a small number of times of opening of the big prize opening in the big hit gaming state (in this embodiment, the opening for 0.1 second is twice), but the opening time of the big prize opening is extremely large. It is a big jackpot that is a short jackpot and the game state after the big jackpot game is shifted to a probabilistic state (that is, by doing so, it appears to the player as if it suddenly became a probable state) Is). In other words, in this embodiment, the sudden winning odds and the small wins have the same opening pattern of the big prize opening. By controlling in such a way, if the winning opening is opened twice for 0.1 seconds, it is impossible to recognize whether it is suddenly a big hit or a small hit, so a high probability state for the player (Probable change state) can be expected, and the interest of the game can be improved.
  FIG. 6 is an explanatory diagram showing the variation pattern of the effect symbol prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect design is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are shown as variation patterns corresponding to the case where the variable display result is “out” and the variable display mode of the effect symbol is “reach”. Fluctuation patterns of super PA3-1 to super PA3-2 and super PB3-1 to super PB3-2 are prepared. Note that, as shown in FIG. 6, re-variation is performed once for the variation pattern of the non-reach PA 1-4 that is used in the case where the reach is not performed and is accompanied by a pseudo-continuous effect. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed once. Of the variation patterns that are used for reaching and have a pseudo-continuous effect, when normal PB2-2 is used, re-variation is performed twice. Furthermore, when using super PA3-1 to super PA3-2 among the fluctuation patterns used for reaching and accompanied by pseudo-rendition effects, re-variation is performed three times. Note that the re-variation means that the variable display of the effect symbol is executed again after temporarily stopping the effect symbol that is once deviated from the start of the variable display of the effect symbol until the display result is derived and displayed. .
  Also, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2 are used as the variation patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol or a small hit symbol. -3 to Normal PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 Is prepared. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when sudden probability change big hit or small hit. Further, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used when the sudden sudden change is not big hit or small hit and has a pseudo-continuous effect, the re-variation is performed once. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-4 is used, re-variation is performed twice. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have the effect of pseudo-ream, re-variation is performed three times. In addition, regarding the variation pattern of the special PG 1-3 that is used in the case of sudden probability big hit or small hit and accompanied by the effect of pseudo-ream, re-variation is performed once.
  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). For example, even in the case of the same type of Super Reach Depending on the total number of pending storage, the variation time may be varied. For example, even when the same type of super reach is involved, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.
FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (normal jackpot, probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)
  In this embodiment, the variation pattern is first determined using the variation pattern type determination random number (random 2), and then the variation pattern determined using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.
  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, and include a variation pattern type including a variation pattern with normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into variable pattern types. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-ream, a variation pattern type including a variation pattern of one re-variation, It may be divided into a variation pattern type including a variation pattern of two variations and a variation pattern type including a variation pattern of three variations. Further, for example, a plurality of variation patterns may be grouped according to the presence / absence of a specific effect such as a pseudo ream or a slip effect.
  In this embodiment, as will be described later, in the case of a normal big hit or a probable big hit, normal CA3-1, which is a fluctuation pattern type including a fluctuation pattern with only normal reach, and fluctuation with normal reach and pseudo-continuity. It is classified into a normal CA 3-2 that is a variation pattern type including a pattern and a super CA 3-3 that is a variation pattern type with super reach. In addition, in the case of sudden probability variation big hit, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern and special CA4-2 that is a variation pattern type including a variation pattern with reach. ing. Further, in the case of small hits, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern. Further, in the case of a deviation, it is a non-reach CA 2-1 that is a variation pattern type including a variation pattern with no reach and a specific effect, and a variation pattern type that includes a change pattern with a specific effect without a reach. Non-reach CA2-2, non-reach CA2-3 which is a variation pattern type including a variation pattern of shortened variation without reach and specific effects, and normal CA2-4 which is a variation pattern type including a variation pattern with only normal reach And normal CA2-5 which is a variation pattern type including a variation pattern with normal reach and two re-variation pseudo-continuations, and normal CA2 which is a variation pattern type including a variation pattern with one normal reach and one re-variation pseudo-continuation -6 and super CA2-7 which is a variation pattern type with super reach Are the type divided into.
  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating (1) a big hit type determination random number and (4) a normal symbol determination random number. Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number. Note that a software random number instead of a hardware random number may be used as the jackpot determination random number.
  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal jackpot determination table used in a normal state and a short time state (that is, a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.
  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.
  Note that it may be determined that a small hit is made only when the variable display of the first special symbol is performed, and the small hit may not be provided when the variable display of the second special symbol is performed. In this case, the small hit determination table for the second special symbol shown in FIG. In this embodiment, when the gaming state is shifted to the probability changing state, the variation display of the second special symbol is mainly executed. Even if the game state is shifted to the probability change state, a small hit will be generated, and if it is configured to produce an effect asking whether or not the probability change will occur, even though the current game state is the probability change state On the contrary, it makes the player feel annoying. Therefore, if it is configured so that the small hit does not occur during the variation display of the second special symbol, if the gaming state is the probability variation state, it is difficult for the small hit to occur and the excessive effect is not given to the probability variation. This can prevent the player from feeling annoyed.
  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and sets the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (a normal big hit, a probability variation big hit, and a sudden probability variation big hit described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 8B and 8C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.
  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.
  FIGS. 8D and 8E are explanatory diagrams showing the jackpot type determination tables 131a and 131b stored in the ROM 54. FIG. Among these, FIG. 8 (D) determines the jackpot type using the hold memory based on the game ball having won the first start winning opening 13 (that is, when the variable display of the first special symbol is performed). This is a jackpot type determination table (for the first special symbol) 131a. Further, FIG. 8E shows a case where the jackpot type is determined using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the variation display of the second special symbol is performed). Is a jackpot type determination table (for the second special symbol) 131b.
  The jackpot type determination tables 131a and 131b, when it is determined that the variable display result is a jackpot symbol, based on the random number (random 1) for determining the jackpot type, This table is referred to in order to determine one of “probability big hit” and “sudden probability big hit”. In this embodiment, as shown in FIGS. 8D and 8E, in the big hit type determination table 131a, five decision values are assigned to “suddenly probable big hit” (40 minutes). Is determined to be a sudden probability change big hit at a rate of 5), whereas in the big hit type determination table 131b, one determination value is assigned to "sudden probability change big hit" (a ratio of 1/40) Will suddenly be determined to be a promising big hit). Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. Compared with the case where the variable display is executed, the ratio determined as “suddenly probable big hit” is high. Note that “sudden probability variation big hit” is assigned only to the first special symbol jackpot type determination table 131a, and “sudden probability variation big hit” is not assigned to the second special symbol big hit type determination table 131b (ie, It may be determined that “suddenly probable big hit” may be determined only when the variable display of the first special symbol is performed.
  In this embodiment, as shown in FIGS. 8 (D) and 8 (E), a sudden probability variation big hit as the first specific gaming state to which a predetermined amount of game value is given and an amount larger than the game value The first specific gaming state may be determined at a high rate when the first special symbol variation display is executed, and may be determined as a 15-round normal big hit or probable big hit as the second specific gaming state to which the game value is given. However, the game value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the first specific gaming state, the second specific gaming state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the gaming value is determined. Also good. Further, for example, as compared with the first specific gaming state, the second specific gaming state in which the opening time of the big winning opening per game during the big hit may be determined as the gaming value. In addition, for example, even if the same 15 round big hits, the first specific gaming state that opens the big winning opening once per round and the second specific gaming state that opens the big winning opening multiple times per round It may be prepared to increase the gaming value of the second specific gaming state by substantially increasing the number of times the special winning opening is opened. In this case, for example, in any case of the first specific gaming state or the second specific gaming state, when the big winning opening is opened 15 times (in this case, all 15 rounds in the case of the first specific gaming state) In the case of the second specific gaming state, there is an undigested round remaining), and it is possible to execute an effect in such a manner as to inquire whether or not the jackpot continues further. And in the case of the first specific gaming state, all the 15 rounds have been finished internally, so the big hit game is finished, and in the case of the second specific gaming state, there remains an undigested round internally. For this reason, the jackpot game may be continued (the effect that the bonus winning opening is additionally started with a bonus after finishing the bonus hit of 15 times).
  In this embodiment, as shown in FIGS. 8D and 8E, the types of jackpots include “normal jackpot”, “probability variation jackpot”, and “sudden probability variation jackpot”. In this embodiment, the case where the number of rounds executed in the jackpot game is two types of 15 rounds and 2 rounds, but the number of rounds executed in the jackpot game is shown in this embodiment. Not limited to those. For example, there may be provided a 10R probability variable jackpot that is controlled to 10 round jackpot game, a 7R probability variable jackpot that is controlled to 7 round jackpot game, and a 5R probability variable jackpot that is controlled to 5 round jackpot game. In this embodiment, there are three types of jackpot types, “normal jackpot”, “probability big hit”, and “sudden probability big hit”. However, the number is not limited to three, for example, four or more types. A big hit type may be provided. Conversely, the jackpot type may be less than three types, for example, only two types may be provided as the jackpot type.
  The “ordinary big hit” is a big hit that is controlled to the 15-round big hit gaming state and is shifted to the short-time state only after the big hit gaming state ends (see step S167 described later). Then, after shifting to the time reduction state, when the variable display is finished a predetermined number of times (100 times in this embodiment), the time reduction state is ended (see steps S168 and S137 to S140). Even if the variable display is not finished a predetermined number of times, the time saving state is also finished when the next big hit occurs (see step S132).
  The “probable big hit” is a big hit that is controlled to 15 rounds of the big hit gaming state and shifts to the probable change state after the big hit gaming state is finished (in this embodiment, it is changed to the probable change state and the short time state is also entered. (See steps S169 and S170 described later). Then, until the next big hit occurs, the probability variation state and the time reduction state continue (see step S132).
  In addition, “suddenly promising big hit” means that the number of times of opening the big prize opening is smaller than in “normal big hit” or “probable big hit” (in this embodiment, opening for 0.1 seconds is allowed twice). Is a big hit. In other words, when “suddenly promising big hit”, the game is controlled to a two round big hit gaming state. In addition, in “normal big hit” and “probable big hit”, the opening time of the big winning opening per round is as long as 29 seconds, whereas in “sudden probable big hit”, the opening time of the big winning opening per round is long. It is extremely short, 0.1 seconds, and it is almost impossible to expect a game ball to win a big winning opening during a big hit game. In this embodiment, after the sudden probability change big hit gaming state is finished, the state is changed to the probability change state (in this embodiment, the state is changed to the probability change state and also to the short time state. Step S169, which will be described later). (See S170). Then, until the next big hit occurs, the probability variation state and the time reduction state continue (see step S132).
  It should be noted that the mode of sudden probability change big hit is not limited to that shown in this embodiment. For example, the number of times of opening of the big prize opening may be 15 times (15 rounds), which is the same as the normal big hit or suddenly probable big hit, and only the opening time of the big prize opening may be made extremely short as 0.1 seconds.
  As described above, in this embodiment, even in the case of “small hit”, the big winning opening is opened twice for 0.1 seconds each, Similar control is performed. In the case of “small hit”, the game state does not change after the opening of the big winning opening twice, and the game state before “small hit” is maintained. By doing so, it is made impossible to recognize whether it is “suddenly promising big hit” or “small hit”, and the interest of the game is improved. In addition, when it is configured so that all the big hit types are probable big hits, it is not necessary to provide the small hits. In addition, when all big hit types are probabilistic big hits, if you make a small hit, it will only shift to the probable change state (high probability state) and suddenly probable big hits without the short time state (high base state). (It is preferable that the opening pattern of the big prize opening is the same in the case of the sudden probability big hit and the small win).
  The big hit type determination tables 131a and 131b are numerical values to be compared with a random 1 value, and corresponding to the “normal big hit”, “probability variable big hit”, and “suddenly probable big hit” (big hit type determination value) ) Is set. When the value of random 1 matches any of the jackpot type determination values, the CPU 56 determines the jackpot type as a type corresponding to the matched jackpot type determination value.
  9A to 9C are explanatory diagrams showing the big hit variation pattern type determination tables 132A to 132C. The jackpot variation pattern type determination tables 132A to 132C, when it is determined that the variable display result is a jackpot symbol, the variation pattern type is determined according to the determination result of the jackpot type, and a random number for determining the variation pattern type. It is a table that is referred to in order to determine one of a plurality of types based on (Random 2).
  Each of the big hit variation pattern type determination tables 132A to 132C includes numerical values (determination values) to be compared with random number (random 2) values for variation pattern type determination, which are normal CA3-1 to normal CA3-2, A determination value corresponding to any one of the variation pattern types of super CA3-3, special CA4-1, and special CA4-2 is set.
  For example, the big hit variation pattern type determination table 132A shown in FIG. 9A used when the big hit type is “normal big hit”, and FIG. 9B used when the big hit type is “probable big hit”. The allocation of determination values for the variation pattern types of normal CA3-1 to normal CA3-2 and super CA3-3 is different from the big hit variation pattern type determination table 132B.
  As described above, when the big hit variation pattern type determination tables 132A to 132C selected according to the big hit type are compared, the assignment of the determination value to each fluctuation pattern type is different according to the big hit type. Also, determination values are assigned to different variation pattern types depending on the jackpot type. Therefore, different variation pattern types can be determined according to the determination result of whether the big hit type is a plurality of types, and the ratio determined for the same variation pattern type can be varied.
  In this embodiment, as shown in FIGS. 9A and 9B, in the case of “normal big hit” or “probable big hit”, the value of random number (random 2) for determining the variation pattern type Is 150 to 251, it can be seen that variable display with at least super reach (super reach A, super reach B) is executed.
  In addition, for the super reach big hit, the variation pattern type with pseudo-continuity (variation pattern type including the variation pattern of Super PA3-3 and Super PA3-4) and the variation pattern type without super-continuity (Super PB3-3, Super It may be divided into a variation pattern type including a variation pattern of PB3-4. In this case, in both the big hit variation pattern type determination table 132A for normal big hit and the big hit variation pattern type determination table 132B for probability variation big hit, the variation pattern type with super reach and pseudo-ream, super reach and pseudo ream A variation pattern type that is not accompanied is assigned.
  In the big hit variation pattern type determination table 132C used when the big hit type is “suddenly probable big hit”, for example, when the big hit type such as special CA4-1 or special CA4-2 is other than “suddenly probable big hit”. A determination value is assigned to a variation pattern type to which no determination value is assigned. Therefore, when the variable display result is “big hit” and the big hit type is “suddenly probable big hit”, it is different from the normal big hit or the big hit state with the probable big hit. The variation pattern type can be determined.
  FIG. 9D is an explanatory diagram showing a small hit variation pattern type determination table 132D. The small hit variation pattern type determination table 132D has a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a small hit symbol. It is a table that is referred to in order to determine any of the above. In this embodiment, as shown in FIG. 9D, when it is determined to be a small hit, the case where the special CA4-1 is determined as the variation pattern type is shown. .
  FIGS. 10A to 10C are explanatory diagrams showing the deviation variation pattern type determination tables 135A to 135C. Among these, FIG. 10 (A) shows a loss variation pattern type determination table 135A used when the gaming state is the normal state and the total number of pending storages is less than three. FIG. 10B shows a loss variation pattern type determination table 135B used when the gaming state is the normal state and the total number of pending storages is 3 or more. FIG. 10C shows a deviation variation pattern type determination table 135C used when the gaming state is a probability variation state or a short time state. The deviation variation pattern type determination tables 135A to 135C have a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is an off symbol. It is a table that is referred to in order to determine any of the above.
  In the example shown in FIG. 10, the case where the game state is in the probabilistic state or the short-time state and the case where the separate variation pattern type determination tables 135 </ b> B to 135 </ b> C are used for the case where the total pending storage number is 3 or more are shown. However, the common variation pattern type determination table may be used for the case of the probability variation state or the time-short state and the case where the total pending storage number is 3 or more. Further, in the example shown in FIG. 10C, a case is used in which the variation pattern type determination table 135C for probability variation / shortening time is used regardless of the total number of stored storages. As the variation pattern type determination table, a plurality of loss variation pattern determination tables (tables having different ratios of determination values) corresponding to the total number of pending storages may be used.
  In this embodiment, when the gaming state is the normal state, the deviation variation pattern type determination table 135A used when the total pending storage number is less than 3 and the total pending storage number is 3 or more. In this example, two types of tables are used, namely, the deviation variation pattern type determination table 135B. However, the method of dividing the variation variation pattern type determination table is not limited to that shown in this embodiment. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the total number of pending storages may be used. For example, a deviation variation pattern type determination table for the total pending storage number 0-2, the total pending storage number 3, the total pending storage number 4,... May be used.
  Further, in this embodiment, a case is shown in which a plurality of deviation variation pattern type determination tables are provided according to the total number of reserved storages, but deviation variation pattern type determination is performed according to the first and second reserved memory numbers. A plurality of tables may be provided. For example, when the variable display of the first special symbol is performed, a deviation variation pattern type determination table prepared separately for each value of the first reserved memory number may be used (that is, the first reserved memory number). The deviation variation pattern type determination table for 0, for the first reserved memory number, for the first reserved memory number for 2, for the first reserved memory number for three, for the first reserved memory number for four, etc. Each may be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the first reserved storage number may be used. For example, a deviation variation pattern type determination table for the first reserved memory number 0 to 2, the first reserved memory number 3, the first reserved memory number 4, and so on may be used. Even in this case, when the first reserved memory number and the second reserved memory number are large (for example, 3 or more), it may be configured such that a variation pattern type including a variation pattern with a short variation time is easily selected. . Even in such a case, a common determination value may be assigned to a variation pattern type including a variation pattern with super reach as a specific variable display pattern.
  Note that “specific performance mode” refers to a variation pattern type or variation pattern that has a high expectation level for at least big hits, such as a fluctuation pattern with super reach, and can give the player a sense of expectation for the big hit. It is. The “expected degree (reliability)” for the jackpot indicates the appearance rate (probability) that the jackpot appears when variable display (for example, variable display with super reach) according to the specific performance mode is executed. ing. For example, the expectation degree of jackpot when the variable display with super reach is executed is determined as (the rate at which super reach is executed when the jackpot is determined) / (when the jackpot is determined to be a jackpot and lost) Is calculated by calculating the rate at which super reach is performed on both.
  Each of the deviation variation pattern type determination tables 135A to 135B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-7 is set.
  As shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the normal state and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 230 to 251, it can be seen that variable display with at least super reach (super reach A, super reach B) is executed regardless of the total number of pending storage.
  Also, as shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the game and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 1 to 79, it can be seen that the fluctuation display of the normal fluctuation is executed at least without the reach (without the specific effect such as the pseudo ream and the slide effect) regardless of the total number of the pending storage. Due to such a table configuration, in this embodiment, the determination table (displacement variation pattern type determination table 135A, 135B) includes at least one of the variable display patterns other than the reach variable display pattern (variation pattern with reach). Regardless of the number of rights (first reserved memory number, second reserved memory number, combined reserved memory number) stored in the reserved memory means (first reserved memory buffer or second reserved memory buffer) for a part, Common determination values (1 to 79 in the examples shown in FIGS. 10A and 10B) are assigned. Note that the “variable display pattern other than the reach variable display pattern” means, for example, a variable display result without a reach, a specific effect such as a pseudo-ream or a slip effect, as shown in this embodiment. Is a variable display pattern (fluctuation pattern) that is used when the big hit is not a big hit.
  In this embodiment, as shown in FIG. 9, the case where the common big hit variation pattern type determination table is used regardless of the current gaming state is shown. Depending on whether it is a normal state or not, a big hit variation pattern type determination table prepared separately may be used. In this embodiment, when the total number of pending storages is 3 or more, the variation pattern for shortening variation is determined by selecting the variation pattern type determination table for shortening shown in FIG. 10B. Although the case where it is configured so that there is a case is shown, the total number of reserved memories (the first reserved memory number or the second reserved memory number may be used) when the variation pattern of the shortening variation can be selected according to the current gaming state ) May be different. For example, when the gaming state is the normal state, when the total number of reserved memory is 3 (or when the first reserved memory number or the second reserved memory number is 2, for example), The variation pattern type determination table for loss is selected so that the variation pattern of the shortened variation may be determined. When the gaming state is the probability variation state or the short time state, the total number of pending storages is smaller 1 or 2 (Or, for example, even when the first reserved memory number and the second reserved memory number are smaller 0 or 1), the variation pattern type of shortening variation is selected by selecting the shortening variation pattern type determination table. It may be determined.
  FIGS. 11A and 11B are explanatory views showing hit variation pattern determination tables 137A to 137B stored in the ROM 54. FIG. The hit fluctuation pattern determination tables 137A to 137B determine the fluctuation pattern according to the determination result of the big hit type or the fluctuation pattern type when it is determined that the variable display result is “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3). Each of the variation pattern determination tables 137A to 137B is selected as a usage table according to the determination result of the variation pattern type. That is, the hit variation pattern determination table 137A is selected as the usage table in accordance with the determination result that the variation pattern type is one of normal CA3-1 to normal CA3-2 or super CA3-3, and the variation pattern type is specially selected. The hit variation pattern determination table 137B is selected as the use table in accordance with the determination result indicating that either CA4-1 or special CA4-2 is selected. Each hit variation pattern determination table 137A to 137B is a numerical value (determination value) to be compared with a random pattern random number (random 3) value according to the variation pattern type, and the variable display result of the effect symbol is Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case of “big hit” is included.
  In the example shown in FIG. 11A, as the variation pattern types, normal CA3-1, which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern type including a variation pattern with normal reach and pseudo-continuity are used. A case is shown in which a normal CA 3-2 is classified into a normal CA 3-2 and a super CA 3-3 that is a variation pattern type including a variation pattern with super reach (which may be accompanied by a pseudo-ream). In the example shown in FIG. 11B, as the variation pattern type, a special CA4-1 that is a variation pattern type including a non-reach variation pattern and a special CA4- that is a variation pattern type including a variation pattern with reach are used. 2 shows a case of classification into two. In FIG. 11B, the variation pattern type may be divided according to the presence / absence of a specific effect such as a pseudo-ream or a slip effect instead of being classified according to the presence / absence of reach. In this case, for example, the special CA 4-1 includes a special PG 1-1 and a special PG 2-1 that are fluctuation patterns not accompanied by a specific effect, and the special CA 4-2 includes a special PG 1-2, a special effect PG 1-2, You may comprise so that PG1-3 and special PG2-2 may be included.
  FIG. 12 is an explanatory diagram showing a deviation variation pattern determination table 138A stored in the ROM 54. As shown in FIG. When it is determined that the variable display result is “out of”, the deviation variation pattern determination table 138A is based on a random number (random 3) for variation pattern determination according to the determination result of the variation pattern type. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The deviation variation pattern determination table 138A is selected as a usage table according to the determination result of the variation pattern type.
  FIG. 13 and FIG. 14 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIGS. 13 and 14, the command 80XX (H) is an effect control command (variation pattern command) that specifies a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to the variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.
  Commands 8C01 (H) to 8C05 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the effect symbols in response to the reception of the commands 8C01 (H) to 8C05 (H), and the commands 8C01 (H) to 8C05 (H) are referred to as display result designation commands.
  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command.
  Command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the fourth symbol is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the fourth symbol and derives and displays the display result.
  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.
  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating a customer waiting demonstration.
  Commands A001 and A002 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). In this embodiment, a big hit start designation command or a small hit / sudden probability sudden change big hit start designation command is used according to the type of big hit. Specifically, the big hit start designation command (A001 (H)) is used for “normal big hit” or “probable big hit”, and the small hit for “suddenly promiscuous big hit” or “small hit”. / A sudden probability change big hit start designation command (A002 (H)) is used. Note that the game control microcomputer 560 may be configured to transmit a fanfare designation command for suddenly probable big hit start designation in the case of a sudden big hit, but not to send a fanfare designation command in the case of a small hit. Good.
  The command A1XX (H) is an effect control command (special command during opening of a big winning opening) indicating a display during the opening of the big winning opening for the number of times (round) indicated by XX. Since the value specifying the round is set in the EXT data for each round, and the command for opening a special prize opening is transmitted, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX. In addition, since the value specifying the round is set in the EXT data for each round and the designation command after opening the special winning opening is transmitted, a different designation command after opening the special winning opening is transmitted for each round. For example, when ending the first round during the big hit game, a designation command (A201 (H)) after the big winning opening is designated to designate round 1, and when the tenth round during the big hit game is ended. Is sent after a special winning opening opening command (A30A (H)) for designating round 10.
  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game (a jackpot end designation command: an ending 1 designation command). The jackpot end designation command (A301 (H)) is used to end the jackpot game by the “normal jackpot” or the “probability big hit”. Command A302 (H) is an effect control command (small hit / sudden probability sudden change big hit end designation command: ending 2 designation command) for designating the end of the small hit game or the sudden probability change big hit game. Note that the game control microcomputer 560 is configured to transmit an ending designation command for suddenly probable big hit end designation in the case of sudden probable big hit, but not to send an ending designation command in the case of small hit. Also good.
  Command B000 (H) is an effect control command (normal state background designation command) for designating background display when the gaming state is the normal state. The command B001 (H) is an effect control command (probability change state background designation command) for designating a background display when the gaming state is the probability change state. Command B002 (H) is an effect control command (time-short state background designation command) for designating a background display when the gaming state is the time-short state.
  Command C000 (H) is an effect control command (first reserved memory number addition designation command) that specifies that the first reserved memory number has increased by one. Command C100 (H) is an effect control command (second reserved memory number addition designation command) that specifies that the second reserved memory number has increased by one. Command C200 (H) is an effect control command (first reserved memory number subtraction designation command) that specifies that the first reserved memory number has decreased by one. Command C300 (H) is an effect control command (second reserved memory number subtraction designation command) that specifies that the second reserved memory number has decreased by one.
  In this embodiment, as the hold memory information, an effect control command (first hold memory number addition designation indicating that the hold memory number has increased or decreased for the first hold memory number and the second hold memory number, respectively). Command, second reserved memory number addition designation command) is transmitted, but the form of the reserved memory information is not limited to that shown in this embodiment, and for example, the following types of reserved memory Information may be transmitted.
(1) Only one command is transmitted as the reserved storage information, and in the one command, which of the first reserved memory and the second reserved memory is increased is specified, and the increased number of reserved memories is increased (The first reserved memory number or the second reserved memory number) may be set as EXT data and transmitted.
(2) Only one command is transmitted as the hold storage information, and in the one command, it is specified which of the first hold storage and the second hold storage is increased, and the total number of the hold storage is set to the EXT data. May be set and transmitted.
(3) Designate which of the first start winning opening 13 and the second starting winning opening 14 is won as the hold storage information (whether the first hold storage or the second hold storage has increased). In addition to transmitting the production control command (first start winning designation command, second start winning designation command), a reserved memory number designation command for designating the reserved memory number is transmitted separately. The total pending storage number may be set as EXT data for transmission.
(4) Designating which of the first start winning opening 13 and the second starting winning opening 14 the start winning prize (whether the first holding memory or the second holding memory has increased) is designated as the hold memory information In addition to transmitting the production control command (first start winning designation command, second start winning designation command), a reserved memory number designation command for designating the reserved memory number is transmitted separately. The increased reserved memory number (first reserved memory number or second reserved memory number) may be set and transmitted as EXT data.
  Command C4XX (H) and command C6XX (H) are effect control commands (winning determination result designation command) indicating the contents of the determination result at the time of winning. Of these, the command C4XX (H) is an effect control command (symbol design command) that indicates whether or not a big hit, a small hit or not, and a big hit type determination result among the winning determination results. is there. The command C6XX (H) is an effect control command indicating a determination result (variation pattern type determination result) of which determination value range of the variation pattern type determination random number among the winning determination results. (Variation category command).
  In this embodiment, in the winning effect processing described later (see FIG. 22), the game control microcomputer 560 determines whether or not it is a big hit, a small hit or not, Then, it is determined in which determination value range the random value for determining the variation pattern type falls. Then, in the EXT data of the symbol designating command, a value for designating a big hit or a small hit or a value for designating a big hit type is set, and control for transmission to the production control microcomputer 100 is performed. Further, a value for designating a range of a determination value as a determination result is set in the EXT data of the variation category command, and control to transmit to the effect control microcomputer 100 is performed. In this embodiment, the production control microcomputer 100 can recognize whether the display result is a big hit or a small hit based on the value set in the symbol designation command, and the type of the big hit, Based on the variation category command, the variation pattern type can be recognized when the value of the variation pattern type determination random number becomes a predetermined determination value.
  FIG. 15 is an explanatory diagram showing an example of the contents of a symbol designation command. As shown in FIG. 15, in this embodiment, EXT data is set and a symbol designating command is transmitted according to whether or not a big hit or a small hit is made and the type of the big hit.
  For example, when it is determined that “out of the game” is given in the winning effect processing described later, the CPU 56 transmits a symbol designating command (symbol 1 designating command) in which “00 (H)” is set in the EXT data. For example, when it is determined that the “normal big hit” is reached, the CPU 56 transmits a symbol designation command (design 2 designation command) in which “01 (H)” is set in the EXT data. Further, for example, when it is determined that “probability big hit”, the CPU 56 transmits a symbol designation command (design 3 designation command) in which “02 (H)” is set in the EXT data. Further, for example, when it is determined that “suddenly promising big hit”, the CPU 56 transmits a symbol designation command (design 4 designation command) in which “03 (H)” is set in the EXT data. Further, for example, when it is determined that the “small hit” is reached, the CPU 56 transmits a symbol designation command (design 5 designation command) in which “04 (H)” is set in the EXT data. Note that the EXT data set in the symbol designation command and the EXT data set in the display result designation command may be shared. With such a configuration, it is possible to share data to be read when setting a symbol designating command and when setting a display result specifying command.
  16 and 17 are explanatory diagrams showing examples of the contents of the variable category command. As shown in FIG. 16 and FIG. 17, in this embodiment, which gaming state is being used, which display result is the display result of the special symbol or effect symbol, and the random number for determining the variation pattern type at the time of starting winning A value is set in the EXT data according to whether it is determined that any of the determination values falls within the range, and a variation category command is transmitted.
  For example, if it is determined that the gaming state is in the normal state and out of place at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether the random number for determining the variation pattern type is 1 to 79. Determine whether or not. When the value of the variation pattern type determination random number is 1 to 79, the CPU 56 transmits a variation category 1 command in which “00 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the non-reach CA2-1 variation pattern type is commonly assigned to the range of determination values 1 to 79 regardless of the total number of pending storage. Therefore, the production control microcomputer 100 can recognize at least that the variation pattern type is non-reach CA2-1 based on the reception of the variation category 1 command. Next, when the random number for determining the variation pattern type is 80 to 89, the CPU 56 transmits a variation category 2 command in which “01 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is 90 to 99, the CPU 56 transmits a variation category 3 command in which “02 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is between 100 and 169, the CPU 56 transmits a variation category 4 command in which “03 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 170 to 199, the CPU 56 transmits a variation category 5 command in which “04 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 200 to 214, the CPU 56 transmits a variation category 6 command in which “05 (H)” is set in the EXT data. Next, when the value of the random number for determining the variation pattern type is between 215 and 229, the CPU 56 transmits a variation category 7 command in which “06 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is 230 to 251, the CPU 56 transmits a variation category 8 command in which “07 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the variation pattern type of the super CA 2-7 is commonly assigned to the range of the determination values 230 to 251 regardless of the total pending storage number. Therefore, the production control microcomputer 100 can recognize that at least the variation pattern type is super CA2-7 based on the reception of the variation category 8 command.
  Note that the threshold values 79, 89, 99, 169, 199, 214, and 229 used to determine which of the above-mentioned variation categories belong are specifically shown in FIGS. 10A and 10B. This is derived by picking up values that can be boundaries of the range of determination values assigned to each variation pattern type in the variation pattern type determination table for loss. This also applies to the subsequent fluctuation categories 9 to 10 and 21 to 29, and is assigned to each fluctuation pattern type in the fluctuation pattern type determination table shown in FIGS. 9 (A) to (D) and FIG. 10 (C). A threshold that is used for category determination is derived by picking up a value that can be a boundary of the range of the determined determination value.
  Further, for example, when it is determined that the gaming state is in a probable change state or a short time state and out of place at the time of winning a start, in step S232 of the winning effect processing described later, the CPU 56 first sets the value of the random number for determining the variation pattern type to 1. It is determined whether or not 219. When the value of the random number for determining the variation pattern type is 1 to 219 (that is, when the variation pattern type is non-reach CA2-3), the CPU 56 performs the variation in which “08 (H)” is set in the EXT data. Send category 9 command. Next, the CPU 56 sets “09 (H)” to the EXT data when the value of the random number for determining the variation pattern type is 220 to 251 (that is, the variation pattern type of the super CA 2-7). Send a variable category 10 command.
  Note that the variation pattern type of the super CA 2-7 may be assigned to the range of the determination values 230 to 251 even when the gaming state is the probability variation state or the short time state. By doing so, a common determination value can be assigned to the variation pattern type of the super CA 2-7 regardless of the gaming state. For this reason, when executing the process of step S232 of the effect process at the time of winning to be described later, if it is out of place, the common determination process may be performed regardless of the gaming state, and the program capacity can be further reduced. In this case, the game state determination process in step S226 can be made unnecessary.
  Further, for example, when it is determined that the “usual big hit” is obtained at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 74. Determine whether. When the random number for determining the variation pattern type is 1 to 74 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “10 (H)” is set in the EXT data. 21 commands are transmitted. Next, the CPU 56 sets “11 (H)” in the EXT data when the value of the random number for variation pattern type determination is 75 to 149 (that is, when the variation pattern type is normal CA3-2). A variation category 22 command is transmitted. Next, the CPU 56 sets “12 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 150 to 251 (that is, the variation pattern type of the super CA3-3). A variable category 23 command is transmitted.
  Further, for example, when it is determined that the “probable big hit” is made at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 38. Determine whether. When the random number for determining the variation pattern type is 1 to 38 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “13 (H)” is set in the EXT data. 24 commands are transmitted. Next, the CPU 56 sets “14 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 39 to 79 (that is, when the variation pattern type is normal CA3-2). Send a variation category 25 command. Next, the CPU 56 sets “15 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 80 to 251 (that is, when the variation pattern type is super CA3-3). A variation category 26 command is transmitted.
  Further, for example, when it is determined that the winning odds suddenly become a big win at the start winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 100. Determine. When the value of the random number for determining the variation pattern type is 1 to 100 (that is, when the variation pattern type is special CA4-1), the CPU 56 sets the variation category in which “16 (H)” is set in the EXT data. 27 commands are transmitted. Next, when the value of the random number for determining the variation pattern type is 101 to 251 (that is, the variation pattern type of special CA4-2), the CPU 56 sets the variation category in which “17 (H)” is set in the EXT data. 28 commands are transmitted.
  Further, for example, when it is determined that a small hit is made at the time of starting winning, the CPU 56 transmits a variation category 29 command in which “18 (H)” is set in the EXT data.
  Note that the total number of pending storage is not always the same when the winning determination is made at the time of starting winning and when the variable display is actually started, so the fluctuation indicated by the winning determination result designation command There may be a case where the pattern type does not coincide with the variation pattern type actually used in the variation display. However, in this embodiment, since at least the non-reach CA 2-1, super CA 2-7 and super CA 3-3 fluctuation pattern types are assigned a common determination value regardless of the total number of pending storages. (See FIGS. 9 and 10), there is no inconsistency between the winning determination result and the variation pattern type of the variation display that is actually executed. Therefore, in this embodiment, when the variation pattern type is non-reach CA2-1, super CA2-7, or super CA3-3, a pre-reading notice effect described later is executed for the variation display determined at the time of winning. Only when it is determined that the variation pattern types of non-reach CA 2-1, super CA 2-7 and super CA 3-3 are the variation category commands shown in FIGS. 16 and 17 (specifically, variation category 1 command, (Variation category 8 command, variation category 23 command, variation category 26 command only) may be transmitted, and the variation category command may not be transmitted in the case of winning determination results of other variation pattern types. Further, if it is determined at the time of winning that it is other than non-reach CA 2-1, super CA 2-7 and super CA 3-3, a variation category command indicating that the variation pattern type cannot be specified may be transmitted. Good.
  The “prefetching notice effect” is a notice effect that is executed before the start of the variable display that is the target of the notice effect. In this embodiment, as will be described later, a description will be given of a case in which a pre-reading notice effect in the form of “reserved ball change” that is immediately executed at the timing when the start winning for the change display to be noticed occurs. In addition, not only the pre-reading notice effect of the “pending ball change” mode, the effect starts from the change display that starts after the start winning for the change display that becomes the notice target occurs, and the change display that becomes the object of the notice effect Pre-reading notice effect that is continuously executed over a plurality of fluctuation displays before the start of (e.g., pre-reading notice in the form of “change in variation mode at the time of symbol change”, “mode transition”, “countdown” It may be configured to be executable. However, it is not always necessary to execute the notice effect over a plurality of variable displays. For example, the notice effect is performed only once in the variable display before the start of the variable display subject to the notice effect. There may be. Also, for example, the notice effect is started from the change display before the start of the change display targeted for the notice effect, and the notice effect is displayed until the change display immediately before the change display targeted for the notice effect. It may end, or it may perform a notice effect over a variable display that is the subject of the notice effect. Further, it is not always necessary to continuously execute the display over a plurality of variable displays. For example, the notice effect may be executed in a variable display of a plurality of times intermittently every other time or every second time. However, for example, regarding the pre-reading notice effect in the “countdown” mode, if the countdown is only once or intermittent, the effect becomes unnatural, so it can be performed continuously over a plurality of variable displays. desirable.
  In this embodiment, when the start winning to the first start winning opening 13 occurs in the short time state (high base state), or when the start winning to the first starting winning opening 13 is made during the big hit game. Except when it occurs (see steps S1215A and S1216A), a winning determination process is executed each time a start winning is generated, the symbol designation command shown in FIG. 15 is transmitted, and the fluctuations shown in FIGS. A category command is sent. Then, based on the received symbol designation command and variation category command, the production control microcomputer 100 determines whether or not a big hit or reach is reached before the variation display of the notice target is started. Execute a prefetch notice to give a notice.
  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the effect display device 9 is changed according to the contents shown in FIGS. 13 and 14, the display state of the lamp is changed, or the sound number data is output to the audio output board 70. To do.
  For example, the game control microcomputer 560 designates the variation pattern of the effect symbol whenever there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.
  In this embodiment, the presentation control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.
  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 by the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-shaped (rectangular wave-shaped) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.
  In the example shown in FIG. 13 and FIG. 14, the variable pattern command and the display result designation command are displayed as variable display (variation) of the effect symbol corresponding to the variation of the first special symbol on the first special symbol display 8 a and the second special symbol. An effect display that can be used in common with the variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. It is possible to prevent an increase in the types of commands transmitted from the game control microcomputer 560 to the effect control microcomputer 100 when controlling the effect parts such as the device 9.
  18 and 19 are flowcharts showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, a first start port switch passage process is executed (steps S311 and S312). If the second start port switch 14a for detecting that the game ball has won the second start winning port 14 is turned on, that is, the start winning to the second start winning port 14 has occurred. Then, the second start port switch passage process is executed (steps S313, S314). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.
  The processes in steps S300 to S310 are as follows.
  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where the variable symbol special display can be started, the game control microcomputer 560 confirms the number of numerical data stored in the reserved storage buffer (total number of reserved storage). The stored number of numerical data stored in the hold storage buffer can be confirmed by the count value of the combined hold storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.
  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. Also, the variation pattern is determined, and the variation time in the variation pattern (variable display time: the time from the start of variable display until the display result is derived and displayed (stop display)) Decide to do. Further, control is performed to transmit a variation pattern command corresponding to the determined variation pattern to the effect control microcomputer 100, and a variation time timer for measuring the variation time of the special symbol is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.
  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.
  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the fourth symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.
  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. When the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). In this embodiment, as will be described later, a special symbol display control for stopping and displaying a special symbol stop symbol in the special symbol display control processing based on the special symbol process flag value of 4. The data is set in the output buffer for setting the special symbol display control data (see FIG. 30), and the special symbol stop symbol is actually stopped and displayed according to the setting contents of the output buffer in the display control processing in step S22.
  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. In addition, control is performed to transmit the special winning opening open designation command to the production control microcomputer 100, the execution time of the special winning opening open processing is set by the timer, and the internal state (special symbol process flag) is set in step S306. To a value corresponding to (6 in this example). The pre-opening process for the big winning opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game. In addition, since the value specifying the round is set in the EXT data for each round and the command for opening a special prize opening is specified, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10.
  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. In the special prize opening opening process, a process for confirming the establishment of the closing condition of the special prize opening is performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. In addition, control is performed to transmit the designation command after the big hit release to the microcomputer 100 for effect control, and when all rounds are finished, the internal state (special symbol process flag) is set to a value corresponding to step S307 (this In the example, update to 7).
  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special winning opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S309 (9 in this example). Note that the pre-opening process for small hits is executed every time the big winning opening during the small hit game is opened. It is also a process to start.
  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. When the closing condition of the big prize opening is satisfied and the number of opening of the big prize opening still remains, the internal state (special symbol process flag) is set to a value (8 in this example) corresponding to step S308. Update. In addition, when all the releases are completed, the internal state (special symbol process flag) is updated to a value (10 in this example) corresponding to step S310.
  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the small hit gaming state has ended. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  FIG. 20 is a flowchart showing the start-port switch passing process in steps S312 and S314. Among these, FIG. 20A is a flowchart showing the first start port switch passing process of step S312. FIG. 20B is a flowchart showing the second start port switch passing process in step S314.
  First, the first start port switch passage process will be described with reference to FIG. In the first start port switch passing process that is executed when the first start port switch 13a is in the on state, the CPU 56 first determines whether or not the first reserved memory number has reached the upper limit (specifically, the first Whether or not the value of the first reserved memory number counter for counting the number of one reserved memory is 4 is confirmed (step S1211A). If the first reserved storage number has reached the upper limit value, the processing is terminated as it is.
  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S1212A), and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213A). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 21) (step S1214A). . In the process of step S1214A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the first start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of fluctuation of the first special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.
  FIG. 21 is an explanatory diagram showing a configuration example of an area (hold buffer) for storing random numbers and the like corresponding to the hold memory. As shown in FIG. 21, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.
  Next, the CPU 56 checks whether or not a time reduction flag indicating that the gaming state is a time reduction state is set (step S1215A). If it is set, the process proceeds to step S1220A. If the time reduction flag is not set, the CPU 56 checks whether or not the value of the special symbol process flag is 5 or more (step S1216A). If the value of the special symbol process flag is 5 or more (that is, if the big hit gaming state or the small hit gaming state), the CPU 56 proceeds to step S1220A as it is.
  If the value of the special symbol process flag is less than 5, a prize presentation effect process is executed in which a fluctuation display result and a fluctuation pattern type when a fluctuation based on the detected start prize is subsequently executed are preliminarily determined at the start prize (step). S1217A). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1218A), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1219A). Further, the CPU 56 performs control to transmit the first reserved memory number addition designation command to the effect control microcomputer 100 (step S1220A).
  It should be noted that by executing the processing of steps S1218A and S1219A, in this embodiment, the CPU 56 always designates a symbol every time the first start winning opening 13 is won and the effect processing at the time of winning in step S1217A is executed. Both the command and the variation category command are transmitted to the production control microcomputer 100.
  Further, in this embodiment, when the process of steps S1218A to S1220A is executed, the start winning to the first start winning opening 13 occurs and the effect designating process at the time of winning in step S1217A is executed. A set of three commands, that is, a command, a variable category command, and a first reserved memory number addition designation command, are transmitted together in one timer interrupt.
  However, if the winning effect processing in step S1217A is not executed because it is determined as Y in step S1215A or step S1216A, the CPU 56 transmits only the first reserved memory number addition designation command in step S1220A. The control for transmitting the winning determination result designation command (design designation command, variation category command) is not performed. In addition, when the effect processing at the time of winning in step S1217A is not executed, the determination result at the time of winning is set as a value indicating that the winning determination result cannot be specified (for example, “FF (H)”) as EXT data. A command (design designation command, variation category command) may be transmitted.
  Further, in this embodiment, when the process of step S1215A is executed, when a start winning is made to the first start winning opening 13, the game state is a normal state (games other than the probability change state and the short-time state). The winning effect processing in step S1217A is executed only in the state). Further, in this embodiment, when the process of step S1216A is executed, and there is a start winning at the first start winning opening 13, step S1217A is performed only when it is not the big hit gaming state or the small hit gaming state. The award winning directing process is executed. It should be noted that the process may not be shifted to step S1217A only in the big hit gaming state, and may be shifted to step S1217A and the winning effect processing may be executed in the small hit gaming state.
  In this embodiment, the jackpot gaming state (specific gaming state) is a control in which the jackpot is opened over a predetermined number of rounds (for example, 15 rounds) after it is notified that the jackpot is started. It is a state until it is informed that the opening of the big winning opening in the final round is finished and the jackpot is finished. Specifically, it is a state in which the processes from the big winning opening opening pre-process (see step S305) to the big hit end process (see step S307) in the special symbol process are executed.
  Next, the second start port switch passing process will be described with reference to FIG. In the second start port switch passing process that is executed when the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second hold port number). It is confirmed whether or not the value of the second reserved storage number counter for counting the storage number is 4) (step S1211B). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.
  If the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S1212B), and the value of the aggregated reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1213B). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 21) (step S1214B). . In the process of step S1214B, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the second start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of the variation of the second special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.
  Next, the CPU 56 executes winning effect processing (step S1217B). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1218B), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1219B). In addition, the CPU 56 performs control to transmit the second reserved memory number addition designation command to the effect control microcomputer 100 (step S1220B).
  It should be noted that by executing the processing in steps S1218B and S1219B, in this embodiment, the CPU 56 always designates a symbol each time the start winning prize is received in the second start winning opening 14 and the winning time effect processing in step S1217B is executed. Both the command and the variation category command are transmitted to the production control microcomputer 100.
  Further, in this embodiment, when the process of steps S1218B to S1220B is executed, the start winning to the second start winning opening 14 occurs and the effect designating process at the time of winning in step S1217B is executed. A set of three commands, that is, a command, a variable category command, and a second reserved memory number addition designation command, are transmitted in one timer interrupt.
  Also in the second start port switch passing process, the same process as in step S1215A may be performed, and the winning effect process in step S1217B may not be executed in the normal state. That is, only in the normal state, the winning effect production process in step S1217B may be executed to transmit the symbol designation command and the variation category command. In the case where the pre-reading notice effect is executed only for the second reserved memory when it is in the probability change state or the time saving state, the winning effect in step S1217B is conversely only in the case of the probability change state or the time saving state. The process is executed to transmit the symbol designation command and the variable category command, and in the normal state, the symbol designation command and the variable category command are not transmitted without executing the winning effect processing in step S1217B. Good.
  Also, in the second start port switch passing process, the same process as in step S1216A may be performed, and the winning effect process in step S1217B may not be executed if the big hit game is being played. Further, in the second start port switch passing process, the winning effect process in step S1217B may not be executed (that is, the winning determination process may not be executed for the second special symbol). . With such a configuration, when the prefetching notice effect is executed for a certain period, it is possible to reliably prevent the prefetching notice effect from being interrupted due to a short variation time.
  FIG. 22 is a flowchart showing the winning effect processing in steps S1217A and S1217B. In the winning effect processing, the CPU 56 first compares the jackpot determination random number (random R) extracted in steps S1214A and S1214B with the normal jackpot determination value shown in the left column of FIG. 8A. It is confirmed whether or not they match (step S220). In this embodiment, at the timing of starting the variation of the special symbol and the production symbol, whether or not to make a big hit or a small hit in the special symbol normal processing described later, determining the type of big hit or changing the variation pattern in the variation pattern setting processing In addition to that, at the timing when the game ball starts and wins at the first start winning opening 13 and the second starting winning opening 14, before the change display based on the start winning is started, By executing the winning presentation process, it is confirmed in advance whether or not the big hit or the small win is made, and which judgment value range the value of the big hit type or the variation pattern type determination random number is. By doing so, the variation display result and variation pattern type are predicted in advance before the variation display of the effect symbol is executed, and the effect control microcomputer is based on the determination result at the time of winning as will be described later. A pre-reading notice effect for notifying that it will be a big hit or super reach is displayed during the change display of the effect symbol.
  If the big hit determination random number (random R) does not match the normal big hit determination value (N in step S220), the CPU 56 sets a probability change flag indicating that the gaming state is a high probability state (probability change state). It is confirmed whether or not (step S221). If the probability change flag is set, the CPU 56 compares the jackpot determination random number (random R) extracted in steps S1214A and S1214B with the jackpot determination value at the time of probability change shown in the right column of FIG. Are matched (step S222). It should be noted that there is a possibility that a plurality of variation displays may be executed after confirming whether or not the probability variation state is established in step S221 at the time of starting winning, until the actual display of variation based on the starting winning is actually started. There is. For this reason, the game state has changed (for example, the start of change) from when it is confirmed whether or not it is in the probable variation state at step S221 at the time of starting winning, until when the fluctuation display based on the starting winning is actually started. If there is a probability variation big hit or sudden probability variation big hit before, the normal state has changed to the probability variation state.) For this reason, the gaming state determined in step S221 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) do not necessarily match. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.
  If the jackpot determination random number (random R) does not match the jackpot determination value at the time of probability change (N in step S222), the CPU 56 determines the jackpot determination random number (random R) extracted in steps S1214A and S1214B and FIG. ) And (C) are compared with the small hit determination values to confirm whether or not they match (step S223). In this case, when there is a start winning at the first start winning opening 13 (when the winning effect processing at step S1217A is executed), the CPU 56 determines the small hit determination table (first) shown in FIG. It is determined whether or not it matches the small hit determination value set for the special symbol. When there is a start winning at the second start winning opening 14 (when the winning effect processing in step S1217B is executed), the small hit determination table (for the second special symbol) shown in FIG. 8C. It is determined whether or not it matches the small hit determination value set in.
  If the big hit determination random number (random R) does not match the small hit determination value (N in step S223), the CPU 56 sets EXT data “00 (H)” indicating “out of” in the symbol designation command. Is performed (step S224).
  Next, the CPU 56 performs a process for determining the current gaming state (step S225). In this embodiment, in step S225, the CPU 56 determines whether or not the gaming state is a probability change state and whether or not it is a time reduction state (specifically, whether or not a probability change flag and a time reduction flag are set). Determine. It should be noted that there are a plurality of times during the period from the confirmation of whether or not the engine is in a promiscuous state and the short-time state at the time of starting winning, until the start of the variable display based on the starting winning. Variable display may be performed. Therefore, the game state changes between the time when the start winning is confirmed in step S225 and whether or not the state is the short time state and the time when the variation display based on the start winning is actually started. (For example, when a probable big hit or a sudden probable big hit occurs before the start of fluctuation, the normal state may change to a probable state). Therefore, the gaming state determined at step S225 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) are not necessarily the same. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.
  Then, the CPU 56 sets each threshold for detachment according to the determination result of step S225 (step S226). In this embodiment, a threshold determination program for performing threshold determination in advance is incorporated, and by determining whether or not the threshold value is larger than the threshold value, the value of the random number for determining the variation pattern type falls within any determination value range. Is determined, and the value of the EXT data set in the variation category command shown in FIGS. 16 and 17 is determined.
  For example, the CPU 56 sets the threshold value 219 when it is determined that the gaming state is the probability changing state or the time saving state. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 219 in step S232 described later, and if it is equal to or less than the threshold value 219 (that is, 1 to 219). Is determined to set “08 (H)” as the EXT data of the variable category command (see FIG. 16). If it is not less than or equal to the threshold 219 (that is, 220 to 251), it is determined that “09 (H)” is set as the EXT data of the variable category command (see FIG. 16).
  For example, if the CPU 56 determines that the gaming state is the normal state, the CPU 56 sets the threshold values 79, 89, 99, 169, 199, 214, and 229 regardless of the total number of pending storages. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 79 in step S232 described later. Is determined to set “00 (H)” as the EXT data of the variable category command (see FIG. 16). If the threshold value is 89 or less (that is, 80 to 89), it is determined that “01 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 99 or less (that is, 90 to 99), it is determined that “02 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 169 or less (that is, 100 to 169), it is determined that “03 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 199 or less (that is, 170 to 199), it is determined that “04 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold is 214 or less (ie, 200 to 214), it is determined that “05 (H)” is set as the EXT data of the variable category command (see FIG. 16). When the threshold value is 229 or less (that is, when it is 215 to 229), it is determined that “06 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is not less than 229 (that is, 230 to 251), it is determined that “07 (H)” is set as the EXT data of the variable category command (see FIG. 16).
  In the threshold determination example described above, 79, 89, 99, 169, 199, 214, and 229 are determined in order from the smallest threshold value. It will never fall within the range below the previous order threshold. That is, after determining whether or not the threshold value is 79 or less, when determining whether or not the threshold value is 89 or less, it does not fall within the range of 1 to 79 that is equal to or less than the threshold value in the previous order. It is determined whether it is in the range. In this embodiment, the case where the threshold values are determined to be 79, 89, 99, 169, 199, 214, and 229 in order from the smallest value is shown. Conversely, 229, 214, You may determine with 199, 169, 99, 89, and 79. The same applies to the determination using other threshold values shown below.
  Note that the threshold value in the normal state may always be set without determining the gaming state in step S225. Even in such a configuration, the range of determination values is shared by at least the variation pattern type that is “non-reach” and the variation pattern type that is “super-reach”. It can be determined whether or not it is “out of” or “out of super reach”.
  When the big hit determination random number (random R) matches the small hit determination value (Y in step S223), the CPU 56 uses the symbol designating command for EXT data “04 (H)” indicating “small hit”. Is set (step S227).
  Next, the CPU 56 sets a threshold for small hits (step S228). In this embodiment, the CPU 56 sets the threshold value 251 and determines in step S232 described later that the value of the random number for determining the variation pattern type is equal to or less than the threshold value 251 (1 to 251). It is determined that “18 (H)” is set as the EXT data of the variation category command (see FIG. 17). In the case of a small hit, it may be determined that the EXT data “18 (H)” is set as it is without performing the threshold determination.
  When the jackpot determination random number (random R) matches the jackpot determination value in step S220 or step S222, the CPU 56 determines the type of jackpot based on the jackpot type determination random number (random 1) extracted in steps S1214A and S1214B. Is determined (step S229). In this case, when there is a start winning to the first start winning opening 13 (when the winning effect processing in step S1217A is executed), the CPU 56 determines the jackpot type determination table (first 1D) shown in FIG. Using the special symbol 131a, it is determined whether the big hit type is “normal big hit”, “probable big hit” or “sudden probability big hit”. If there is a start winning at the second start winning opening 14 (when the winning effect processing at step S1217B is executed), the jackpot type determination table (for the second special symbol) shown in FIG. 131b is used to determine whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit”.
  Next, the CPU 56 performs processing for setting the EXT data corresponding to the determination result of the jackpot type in the symbol designation command (step S230). In this case, when it is determined that the “normal big hit” is reached, the CPU 56 performs a process of setting the EXT data “01 (H)” indicating the “normal big hit” in the symbol designation command. If it is determined that “probability big hit”, the CPU 56 performs processing for setting EXT data “02 (H)” indicating “probability big hit” in the symbol designation command. If it is determined that the “sudden probability change big hit” is reached, the CPU 56 performs processing for setting the EXT data “03 (H)” indicating “sudden probability change big hit” to the symbol designation command.
  And CPU56 sets each threshold value for jackpots according to the jackpot classification determined by step S229 (step S231).
  For example, the CPU 56 sets the threshold values 74 and 149 when it is determined as “normal big hit”. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or smaller than the threshold 74 in step S232 described later, and if it is equal to or smaller than the threshold 74 (that is, 1 to 74). Is determined to set “10 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 149 or less (that is, 75 to 149), it is determined that “11 (H)” is set as the EXT data of the variable category command (see FIG. 17). If it is not less than or equal to the threshold value 149 (ie, 150 to 251), it is determined that “12 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Further, for example, when the CPU 56 determines “probability big hit”, the thresholds 38 and 79 are set. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or smaller than the threshold value 38 in step S232 described later, and if it is equal to or smaller than the threshold value 38 (that is, 1 to 38). Is determined to set “13 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 79 or less (that is, 39 to 79), it is determined that “14 (H)” is set as the EXT data of the variable category command (see FIG. 17). If the threshold value is not 79 or less (that is, 80 to 251), it is determined that “15 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Further, for example, if the CPU 56 determines “suddenly promising big hit”, it sets the threshold 100. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is less than or equal to the threshold value 100 in step S232 to be described later. Is determined to set “16 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold is not less than 100 (that is, 101 to 251), it is determined that “17 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Next, the CPU 56 uses the threshold value set in steps S226, S228, and S231 and the random number for variation pattern type determination (random 2) extracted in steps S1214A and S1214B to determine which value of the random number for variation pattern type determination. It is determined whether it is within the range of the determination value (step S232).
  In steps S226, S228, and S231, instead of setting a predetermined threshold value, a variation pattern type determination table (see FIGS. 9 and 10) is set. In step S232, the set variation pattern type is set. A determination table may be used to determine the range of the variation pattern type determination random number and which variation pattern type.
  Then, the CPU 56 performs a process of setting the EXT data corresponding to the determination result to the variable category command (step S233). Specifically, the CPU 56 determines “00 (H)” to “09 (H)”, “10” as shown in FIGS. 16 and 17 depending on which variation pattern type is determined in step S232. A process of setting any value of (H) ”to“ 18 (H) ”to the EXT data of the variable category command is performed.
  In this embodiment, although the case where it is determined that the big win or the small win is determined in the determination at the time of winning, the range in which the value of the random number for determining the variation pattern type is uniformly determined is shown. When it is determined that the game is a big hit or a small hit, the range of the random number for determining the variation pattern type may not be determined. Then, when a big win or a small win is received, a symbol designating command indicating that the determination at the time of winning is made may be transmitted, and a variation category command comprehensively indicating that the variation pattern type of a big hit or a small hit may be transmitted. . For example, although the production control microcomputer 100 does not specifically show which variation pattern type, the variation indicated that it will be one of the big hit variation pattern types. Based on the reception of the category command, a prefetch notice effect described later may be executed.
  23 and 24 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, if the customer waiting demonstration designation command has not yet been transmitted, control is performed to send the customer waiting demonstration designation command to the production control microcomputer 100 (step S51A), and the processing is performed. finish. For example, when the CPU 56 transmits a customer waiting demonstration designation command in step S51A, the CPU 56 sets a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted. When the special symbol normal processing after the next timer interruption is executed after sending the customer waiting demo designation command, the customer waiting demonstration request command is repeatedly set based on the fact that the customer waiting demo designation command transmission completed flag is set. Control should be performed so that the demo designation command is not transmitted. In this case, the customer waiting demonstration designation command transmission completion flag may be reset when the next special symbol variation display is started.
  If the total reserved memory number is not 0, the CPU 56 checks whether or not the second reserved memory number is 0 (step S52). Specifically, it is confirmed whether or not the value of the second reserved memory number counter is zero. If the second reserved memory number is not 0, the CPU 56 has a special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol). Is set to data indicating “second” (step S53). If the second reserved memory number is 0 (that is, only the first reserved memory number is accumulated), the CPU 66 sets data indicating “first” in the special symbol pointer (step S54).
  In this embodiment, by executing the processing of steps S52 to S54, the variation display of the second special symbol is executed with priority over the variation display of the first special symbol. In other words, control is performed so that the second start condition for starting the variable display of the second special symbol is established in preference to the first start condition for starting the variable display of the first special symbol.
  In the case where the second special symbol variation display is preferentially executed as shown in this embodiment, the jackpot determination random number (random R) is determined in the winning effect processing shown in FIG. Only the process of comparing the value with the jackpot determination value in the normal state or the short time state may be executed, and may not be compared with the jackpot determination value in the probability variation state (specifically, only the process of step S220 is performed). It may be executed and the processing of steps S221 and S222 may not be performed). With such a configuration, when the display of the variation of the second special symbol is prioritized and executed, between the determination result of the jackpot in the determination at the time of winning and the determination result of the jackpot at the actual start of variation It is possible to prevent the deviation from occurring.
  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer. Is stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads out each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer. Store in the random number buffer area of the RAM 55.
  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 subtracts 1 from the count value of the first reserved memory number counter, and in the reserved specific area and the first reserved memory buffer. Shift the contents of each storage area. In addition, when the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the reserved specific area and the second reserved memory buffer are shifted. To do.
  That is, when the special symbol pointer indicates “first”, the CPU 56 stores the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 55. Each stored random number value is stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, each stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 55. The random value is stored in the storage area corresponding to the second reserved memory number = n−1. In addition, the CPU 56 adds the values (values indicating “first” or “second”) stored in the storage area corresponding to the total reserved storage number = m (m = 2 to 8) in the reserved specific area. Store in the storage area corresponding to the number of reserved storage = m−1.
  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order. Further, the order in which the values stored in the respective storage areas corresponding to the total number of pending storages are extracted always matches the order of the total number of pending storages = 1-8.
  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S58). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.
  Moreover, CPU56 performs control which transmits a background designation | designated command to the microcomputer 100 for effect control according to the present game state (step S60). In this case, when the probability variation flag indicating the probability variation state is set, the CPU 56 performs control to transmit a probability variation state background designation command. In addition, the CPU 56 performs control to transmit a time-short state background designation command when only the time-short flag indicating the time-short state is set and the probability variation flag is not set. If neither the probability change flag nor the time reduction flag is set, the CPU 56 performs control to transmit a normal state background designation command.
  Specifically, when the CPU 56 transmits an effect control command to the effect control microcomputer 100, the address of the command transmission table corresponding to the effect control command (preliminarily set for each command in the ROM) is given. Set to pointer. And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S28). In this embodiment, when the change of the special symbol is started, the background designation command, the fluctuation pattern command, the display result designation command, the reserved memory number subtraction designation command (the first reserved memory number subtraction) for each timer interrupt. The designation command or the second reserved memory number subtraction designation command) is transmitted to the effect control microcomputer 100 in this order. Specifically, when the change of the special symbol is started, first, the background designation command is transmitted, the variation pattern command is transmitted after 4 ms elapses, the display result designation command is transmitted after elapse of 4 ms, and further after 4 ms elapses. A pending storage number subtraction designation command (a first pending storage number subtraction designation command or a second pending storage number subtraction designation command) is transmitted. In addition, the symbol variation designation command (the first symbol variation designation command, the second symbol variation designation command) is also transmitted when the special symbol variation starts, but the symbol variation designation command is the same timer interrupt as the variation pattern command. Is transmitted to the production control microcomputer 100.
  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.
  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 is for determining the big hit that has been extracted in step S1214A of the first start port switch passing process or step S1214B of the second start port switch passing process and previously stored in the first hold memory buffer or the second hold memory buffer. A random number is read and a big hit judgment is performed. The big hit determination module compares the big hit determination value or the small hit determination value (see FIG. 8) determined in advance with the big hit determination random number, and executes a process of determining that it is a big hit or a small hit if they match. It is a program to do. That is, it is a program that executes a big hit determination or a small hit determination process.
  The jackpot determination process is configured such that when the gaming state is in a probable change state, the probability of winning a big hit is higher than in the case where the gaming state is in a non-probability change state (a normal state or a short time state). Specifically, a jackpot determination table (a table in which the numerical values on the right side of FIG. 8A in the ROM 54 are set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are definitely changed. There is provided a normal big hit determination table (a table in which the numerical value on the left side of FIG. 8A in the ROM 54 is set) set to be smaller than the hour big hit determination table. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the jackpot determination process is performed using the probability variation jackpot determination table, and the gaming state is normal. When it is in the state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 8A, the CPU 56 determines that the special symbol is a big hit. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. There is also.
  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, it is determined to be “probability big hit” or “sudden probability big hit”, and is set in the process of ending the big hit game. Then, after the jackpot game is over, it is reset when the next jackpot occurs.
  If the value of the big hit determination random number (random R) does not match any of the big hit determination values (N in step S61), the CPU 56 uses the small hit determination table (see FIGS. 8B and 8C). Then, the small hit determination process is performed. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. In this case, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (for the first special symbol) shown in FIG. ) To determine whether or not to make a small hit. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. . If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.
  If the value of the random R does not match either the big hit determination value or the small hit determination value (N in step S62), that is, if it is out of place, the process proceeds to step S75 as it is.
  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table 131a for the first special symbol shown in FIG. 8D. Further, when the special symbol pointer indicates “second”, the CPU 56 selects a big hit type determination table 131b for the second special symbol shown in FIG.
  Next, the CPU 56 uses the selected jackpot type determination table to select a type (“normal jackpot”, “probability change”) corresponding to the value of the random number for random determination (random 1) stored in the random number buffer area. "Big hit" or "Suddenly probable big hit") is determined as the type of big hit (step S73). In this case, the CPU 56 determines the jackpot type extracted in step S1214A of the first start port switch passing process or step S1214B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. The random number is read and the jackpot type is determined. Further, in this case, as shown in FIGS. 8D and 8E, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high.
  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “normal big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “probable big hit”, “02” is set as the data indicating the big hit type, When the big hit type is “suddenly probable big hit”, “03” is set as data indicating the big hit type.
  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, “−” which is a loss symbol is determined as a special symbol stop symbol. When the big hit flag is set, one of “1”, “3”, and “7”, which is a big hit symbol, is determined as a special symbol stop symbol according to the determination result of the big hit type. That is, when the big hit type is determined to be “suddenly promising big hit”, “1” is decided as a special symbol stop symbol, and when “normal big hit” is decided, “3” is decided as a special symbol stop symbol. If “probable big hit” is determined, “7” is determined as a special symbol stop symbol. When the small hit flag is set, “5” as the small hit symbol is determined as the special symbol stop symbol.
  In this embodiment, the case where the jackpot type is first determined and the stop symbol of the special symbol corresponding to the determined jackpot type is shown, but the method for determining the jackpot type and the stop symbol of the special symbol is as follows. It is not limited to what is shown in the embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and when a special symbol stop symbol is first determined based on the random number for determining the big hit type, the corresponding jackpot is determined based on the determination result. You may comprise so that a classification may also be determined.
  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).
  FIG. 25 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 uses the big hit variation pattern type determination tables 132A to 132C (FIG. ) To (C)) is selected (step S92). Then, the process proceeds to step S100.
  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). When the small hit flag is set, the CPU 56 uses the small hit variation pattern type determination table 132D (FIG. 9D) as a table used to determine the variation pattern type as one of a plurality of types. )) Is selected (step S94). Then, the process proceeds to step S100.
  When the small hit flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S95). The time reduction flag is set when the gaming state is shifted to the probability change state or the time reduction state, and is reset when the time reduction state ends. Specifically, when it is determined to be “ordinary jackpot”, the time reduction flag is set in the process of ending the jackpot game. In addition, after the big hit game is over, it is reset when the variable display is finished a predetermined number of times (in this embodiment, 100 times). Even before the end of the predetermined number of fluctuation displays, the hourly flag is reset even when the next big hit occurs. Further, when it is determined to be “probability big hit” or “sudden probability big hit”, the probability variation flag is set and the time-short flag is set in the process of ending the big hit game. When the next big hit occurs, the time reduction flag is reset together with the probability variation flag.
  If the time reduction flag is not set (N in step S95), the CPU 56 checks whether or not the total pending storage number is 3 or more (step S96). If the total pending storage number is less than 3 (N in step S96), the CPU 56 uses the variation pattern type determination table 135A for detachment as a table used to determine the variation pattern type as one of a plurality of types. 10A) is selected (step S97). Then, the process proceeds to step S100.
  When the total pending storage number is 3 or more (Y in step S96), the CPU 56 uses the variation pattern type determination table for deviation as a table used to determine one of the plurality of variation pattern types. 135B (see FIG. 10B) is selected (step S98). Then, the process proceeds to step S100.
  If the time reduction flag is set (Y in step S95), that is, if the gaming state is a probability change state or a time reduction state (in this embodiment, the time reduction state is always set when the state is changed to the probability change state. (Refer to steps S169 and S170), if it is determined as Y in step S95, the CPU 56 may change the variation pattern type. Is selected as one of a plurality of types, and a variation pattern type determination table 135C for deviation (see FIG. 10C) is selected (step S99). Then, the process proceeds to step S100.
  In this embodiment, when the processing of steps S95 to S99 is executed and the gaming state is the normal state and the total number of pending storages is 3 or more, the variation for loss shown in FIG. The pattern type determination table 135B is selected. Further, when the gaming state is the probability changing state or the time-shortening state, the deviation variation pattern type determination table 135C shown in FIG. 10C is selected. In this case, non-reach CA2-3 may be determined as the variation pattern type in the process of step S100, which will be described later, and when the variation pattern type of non-reach CA2-3 is determined, the process changes in step S102. Short reach variation non-reach PA1-2 is determined as a pattern (see FIG. 12). Therefore, in this embodiment, when the game state is a probability change state or a short time state, or when the total number of pending storages is 3 or more, a change display of a shortened change may be performed. In this embodiment, the variation pattern type determination table for shortening variation (see FIG. 10C) used in the probability variation state and the short time state, and the variation pattern type determination table for shortening variation based on the number of reserved storage (see FIG. 10). 10 (B)) is a different table, but a common table may be used as a variation pattern type determination table for shortening variation.
  In this embodiment, even when the gaming state is a probability change state or a short time state, when the total number of pending storage is almost 0 (for example, 0, 0, or 1). May not display the variation display of the shortened variation. In this case, for example, when the CPU 56 determines Y in step S95, the CPU 56 checks whether or not the total pending storage number is substantially zero. The determination table 135A (see FIG. 10A) may be selected.
  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (the first reserved storage buffer or the second reserved storage buffer) and selects it in the process of steps S92, S94, S97, S98 or S99. By referring to the table, the variation pattern type is determined as one of a plurality of types (step S100).
  Next, the CPU 56 determines hit variation pattern determination tables 137A and 137B (see FIG. 11) as tables used for determining one of a plurality of variation patterns based on the determination result of the variation pattern type in step S100. ), One of the deviation variation pattern determination table 138A (see FIG. 12) is selected (step S101). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S101. Is determined as one of a plurality of types (step S102). When the random number 3 (variation pattern determination random number) is not extracted at the timing of the start winning prize, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). The value may be directly extracted from the data, and the variation pattern may be determined based on the extracted random number value.
  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the production control microcomputer 100 (step S103). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined variation pattern to the effect control microcomputer 100 (step S104).
  Next, the CPU 56 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 55 (step S105). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S106).
  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S100 may be executed to determine the variation pattern type. In this case, the variation pattern type determination table for non-reach (including the variation pattern types of non-reach CA2-1 to non-reach CA2-3 shown in FIG. 10) and the variation pattern type determination table for reach (FIG. 10). Normal CA2-4 to normal CA2-6, including a variation pattern type of super CA2-7) are prepared, and one of the variation pattern type determination tables is selected based on the reach determination result. The variation pattern type may be determined.
  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables with different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases. In this case, for example, whether the CPU 56 matches the determination value assigned to the common range of the reach determination table in determining whether “super-reach out” or “non-reach out” occurs in the winning effect processing. By determining whether or not, it may be determined in advance whether or not it will be reach. In addition, considering that the execution ratio of the notice effect is reduced, as shown in this embodiment, the “super-reach out” is performed depending on the variation pattern type without performing the lottery process using the random number for reach determination. It is preferable to pre-determine whether or not “non-reach” will occur and perform a pre-reading notice effect.
  FIG. 26 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 5 designation) (see FIG. 13) according to the determined type of big hit, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S116. When the big hit flag is set, if the type of the big hit is “normal big hit”, control is performed to transmit a display result 2 designation command (steps S111 and S112). Whether or not it is “ordinary big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. . Further, when the big hit type is “probability big hit”, the CPU 56 performs control to transmit a display result 3 designation command (steps S113 and S114). Whether or not it is “probable big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02”. . When neither “normal big hit” nor “probability big hit” (that is, “sudden probability big hit”), the CPU 56 performs control to transmit a display result 4 designation command (step S115).
  On the other hand, when the big hit flag is not set (N in step S110), the CPU 56 checks whether or not the small hit flag is set (step S116). If the small hit flag is set, the CPU 56 performs control to transmit a display result 5 designation command (step S117). When the small hit flag is not set (N in Step S116), that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (Step S118).
  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S119).
  FIG. 27 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 first confirms whether or not a reserved memory number subtraction designation command (first reserved memory number subtraction designation command or second reserved memory number subtraction designation command) has already been transmitted ( Step S1121). Whether or not the pending storage number subtraction designation command has already been transmitted indicates whether or not the pending storage number subtraction designation command has been transmitted when the pending storage number subtraction designation command is transmitted in step S1122, which will be described later, for example. The stored number subtraction designation command transmission completion flag may be set, and in step S1121, it may be confirmed whether or not the pending storage number subtraction designation command transmission completion flag is set. Also, in this case, the set reserved memory number subtraction designation command transmission completion flag is reset by special symbol stop processing or jackpot end processing, which will be described later, when the special symbol fluctuation display is terminated or when the big jackpot is terminated. That's fine.
  Next, if the reserved memory number subtraction designation command has not been transmitted, the CPU 56 performs control to transmit the reserved memory number subtraction designation command to the effect control microcomputer 100 (step S1122). In this case, when a value indicating “first” is set in the special symbol pointer, the CPU 56 performs control to transmit a first reserved memory number subtraction designation command. If a value indicating “second” is set in the special symbol pointer, the CPU 56 performs control to transmit a second reserved memory number subtraction designation command.
  Next, the CPU 56 subtracts 1 from the variable time timer (step S1125). When the variable time timer times out (step S1126), the CPU 56 performs control to transmit a symbol confirmation designation command to the effect control microcomputer 100 (step S1127). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S1128). If the variable time timer has not timed out, the process ends.
  FIG. 28 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 checks whether or not the big hit flag is set (step S131). If the big hit flag is set, the CPU 56 resets the probability variation flag indicating the probability variation state and the time reduction flag indicating the time reduction state if set (step S132). The counter is set to 0 (step S132A), and control is performed to transmit a big hit start designation command to the production control microcomputer 100 (step S133). Specifically, when the type of jackpot is “normal jackpot” or “probability jackpot”, a jackpot start designation command (command A001 (H)) is transmitted. When the big hit type is sudden probability change big hit, a small hit / sudden probability change big hit start designation command (command A002 (H)) is transmitted. Whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit” is data indicating the big hit type stored in the RAM 55 (data stored in the big hit type buffer) Based on the determination.
  In addition, a value corresponding to the big hit display time (for example, the time when the effect display device 9 notifies that the big hit has occurred) is set in the big hit display time timer (step S134). In addition, the number of times of opening (for example, “15 times in case of“ normal big hit ”or“ probable big hit ”, 2 times in case of“ suddenly promising big hit ”) is set in the special winning opening opening number counter (step S135). . In addition, the round time per round in the jackpot game is also set. Specifically, in the case of sudden probability change big hit, 0.1 seconds is set as the round time, and in the case of normal big hit or probability change big hit, 29 seconds is set as the round time. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S136).
  On the other hand, if the big hit flag is not set in step S131, the CPU 56 checks whether or not the value of the hourly number counter that indicates the number of times that the special symbol can be changed in the timeless state is 0 (step S137). If the value of the time reduction counter is not 0, the CPU 56 decrements the value of the time reduction counter by -1 (step S138). When the value of the time reduction counter after subtraction becomes 0 (step S139), the CPU 56 resets the time reduction flag (step S140).
  Next, the CPU 56 checks whether or not the small hit flag is set (step S141). If the small hit flag is set, the CPU 56 transmits a small hit / sudden probability sudden change big hit start designation command (command A002 (H)) to the production control microcomputer 100 (step S142). In addition, a value corresponding to the small hit display time (for example, the time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S143). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S144). In addition, the opening time per time of the big winning opening in the small hit game is set. Specifically, 0.1 seconds which is the same as the round time for the sudden probability change big hit is set as the opening time for one big winning opening in the small hit game. Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S145).
  If the small hit flag is not set (N in step S141), the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S146).
  FIG. 29 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, when it is “ordinary big hit” or “probable big hit”, a big hit end designation command (command A301 (H)) is transmitted, and when it is “sudden probability big hit”, small hit / sudden probability big hit An end designation command (command A 302 (H)) is transmitted. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is performed in the effect display device 9 (big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.
  In step S164, 1 is subtracted from the value of the big hit end display timer (step S164). Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.
  If the big hit end display time has elapsed (Y in step S165), the CPU 56 checks whether or not the big hit that ends this time is a normal big hit (step S166). Whether or not it is “ordinary big hit” can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. . If it is a normal big hit, the CPU 56 sets a time reduction flag and shifts to a time reduction state (step S167). Further, the CPU 56 sets a predetermined number of times (for example, 100 times) in the time reduction number counter (step S168).
  If it is not a normal big hit (that is, if the probability variation big hit or sudden probability variation big hit), the CPU 56 sets the probability variation flag to shift to the probability variation state (step S169) and sets the time reduction flag to shift to the time reduction state. (Step S170).
  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S171).
  FIG. 30 is a flowchart showing an example of a program of the special symbol display control process (step S32) executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. In the special symbol display control process, the CPU 56 checks whether or not the value of the special symbol process flag is 3 (step S3201). If the value of the special symbol process flag is 3 (that is, if the special symbol variation processing is being executed), the CPU 56 sets the special symbol display control data for special symbol variation display for setting the special symbol display control data. Processing for setting or updating the output buffer is performed (step S3202). In this case, the CPU 56 sets or updates special symbol display control data for performing variable display of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. For example, if the fluctuation speed is 1 frame / 0.2 seconds, the value of the special symbol display control data set in the output buffer is incremented by 1 every time 0.2 seconds elapse. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol display on the special symbol indicators 8a and 8b is executed.
  If the value of the special symbol process flag is not 3, the CPU 56 checks whether or not the value of the special symbol process flag is 4 (step S3203). If the value of the special symbol process flag is 4 (that is, when the special symbol stop processing is entered), the CPU 56 stops the special symbol stop symbol set in the special symbol normal processing. Processing for setting the display control data in the output buffer for setting the special symbol display control data is performed (step S3204). In this case, the CPU 56 sets special symbol display control data for stopping and displaying the stop symbol of the special symbol (the first special symbol or the second special symbol) indicated by the special symbol pointer. After that, display control processing (see step S22) is executed, and a drive signal is output to the special symbol displays 8a and 8b in accordance with the contents of the output buffer for setting the special symbol display control data. The special symbol stop symbols are stopped and displayed on the special symbol indicators 8a and 8b. In addition, since the setting data is not changed after the process of step S3204 is executed and the special symbol display control data for the stop symbol display is set, the latest special symbol display control data is displayed in the display control process of step S22. Based on this, the latest stop symbol is stopped and displayed until the next variable display is started. If the value of the special symbol process flag is 2 or 3 in step S3201 (that is, if either the display result designation command transmission process or the special symbol variation process), the special symbol variation display is performed. The special symbol display control data may be updated. In this case, the display result designation command transmission process also varies in order to prevent a deviation between the variation time recognized on the game control microcomputer 560 side and the variation time recognized on the effect control microcomputer 100 side. What is necessary is just to comprise so that 1 may subtract a time timer.
  In this embodiment, the special symbol display control data is set in the output buffer according to the value of the special symbol process flag. However, in the special symbol process, the start flag is set at the start of the variation of the special symbol. In addition, an end flag may be set at the end of the variation of the special symbol. In the special symbol display control process (step S32), the CPU 56 starts updating the value of the special symbol display control data based on the start flag being set, and based on the end flag being set. Thus, special symbol display control data for stopping and displaying the stop symbol may be set.
  Next, the operation of the effect control means will be described. FIG. 31 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 4 ms) is performed (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the following effect control process.
  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704).
  Next, the effect control CPU 101 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.
  Next, the production control CPU 101 performs the fourth symbol process (step S706). In the 4th symbol process, the process corresponding to the current control state (4th symbol process flag) is selected from the processes corresponding to the control state, and the 4th symbol display areas 9c and 9d of the effect display device 9 are selected. The display control of the 4th symbol is executed.
  Next, a random number update process for updating a count value of a counter for generating a random number such as a jackpot symbol determining random number is executed (step S707). Thereafter, the process proceeds to step S702.
  FIG. 32 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 560 of the main board 31. In this example, a command reception buffer of a ring buffer type capable of storing six 2-byte configuration effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.
  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 13 and FIG. 14) the effect control command stored in the buffer area is. Note that the interrupt process based on the effect control INT signal is executed in preference to the timer interrupt process executed every 4 ms.
  33 to 36 are flowcharts showing specific examples of command analysis processing (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.
  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that 2 bytes (1 command) are read at a time.
  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).
  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 forms the received display result designation command (display result 1 designation command to display result 5 designation command) in the RAM. Is stored in the display result designation command storage area (step S618).
  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).
  If the received effect control command is a jackpot start designation command (command A001 (H)) (step S621), the effect control CPU 101 sets a jackpot start designation command reception flag (step S622).
  If the received effect control command is a small hit / sudden probability sudden change big hit start designation command (command A002 (H)) (step S623), the production control CPU 101 sets a small hit / sudden probability sudden change big hit start designation command reception flag. (Step S624).
  If the received effect control command is the first symbol variation designation command (step S625), the first symbol variation designation command reception flag is set (step S626). If the received effect control command is the second symbol variation designation command (step S627), the second symbol variation designation command reception flag is set (step S628).
  If the received effect control command is a power-on specification command (initialization specification command) (step S631), the effect control CPU 101 displays an initial screen on the effect display device 9 indicating that the initialization process has been executed. Control is performed (step S632). The initial screen includes an initial display of predetermined production symbols.
  If the received effect control command is a power failure recovery designation command (step S633), a predetermined power failure recovery screen (screen for displaying information notifying the player that the gaming state is continuing) is displayed. Display control is performed (step S634), and a power failure recovery flag is set (step S635).
  If the received effect control command is a jackpot end designation command (command A301 (H)) (step S641), the effect control CPU 101 sets a jackpot end designation command reception flag (step S642). If the received effect control command is a small hit / sudden probability sudden change big hit end designation command (step S645), the effect control CPU 101 sets a small hit / sudden probability change big hit end designation command reception flag (step S646).
  If the received effect control command is any symbol designating command (step S651), the effect control CPU 101 uses the received symbol designating command as the first free winning command storage area formed in the RAM. (Step S652).
  If the received effect control command is any variation category command (step S653), the effect control CPU 101 stores the received variation category command in each storage area of the start winning command storage area formed in the RAM. Of these, the latest symbol designating command is stored in the storage area (step S654).
  If the received effect control command is the first reserved memory number addition designation command (step S655), the effect control CPU 101 uses the received first reserved memory number addition designation command as the start winning command formed in the RAM. It stores in the storage area in which the latest symbol designation command and variation category command are stored among the storage areas of the storage area (step S656A). In addition, the effect control CPU 101 adds 1 to the value of the total reserved memory number stored in the total reserved memory number storage area (step S656B).
  If the received effect control command is the second reserved memory number addition designation command (step S657), the effect control CPU 101 uses the received second reserved memory number addition designation command as the start winning command formed in the RAM. Of the storage areas of the storage area, the latest symbol designating command and variable category command are stored in the storage area (step S658A). In addition, the effect control CPU 101 adds 1 to the value of the total reserved memory number stored in the total reserved memory number storage area (step S658B).
  If the received effect control command is the first reserved memory number subtraction designation command or the second reserved memory number subtraction designation command (step S661), the effect control CPU 101 deletes one on-hold display in the summed hold memory display unit 18c. Then, the remaining hold display is shifted one by one, and the sum hold storage number display in the sum hold storage display unit 18c is updated (step S662A). For example, the first to fifth hold displays in the combined hold storage display unit 18c are lit and displayed, and the first hold display corresponding to the first hold storage (for example, a red round display) is displayed. When a second hold storage (for example, a blue circle display) corresponding to the second hold storage is displayed secondly, when a second hold storage number subtraction designation command is received (in this embodiment, Since the variable display of the second special symbol is preferentially executed, if there is at least one second reserved memory, the second reserved memory number subtraction designation command is received), the first corresponding to the second reserved memory The hold display (in this example, the second hold display of the combined hold storage display portion 18c) is erased, and the third hold display is shifted to the second display area, Shift the hold display displayed in the eye to the third display area. Appears in the fifth shifting have been hold display to fourth display area. In addition, for example, the first to third hold displays in the combined hold storage display unit 18c are displayed, and a hold display corresponding to the first hold storage (for example, a red round display) is displayed on all of them. If the first hold memory number subtraction designation command is received, the first hold display is erased and the second hold display is changed to the first hold display. The display is shifted to the display area, and the hold display displayed in the third is shifted to the second display area.
  Further, the effect control CPU 101 subtracts 1 from the value of the total pending storage number stored in the total pending storage number storage area (step S662C).
  If the received effect control command is a customer waiting demonstration designation command (step S663), the effect control CPU 101 performs control to display a predetermined customer waiting demonstration screen on the effect display device 9 (step S664). In addition, the customer waiting demonstration screen is not displayed immediately based on the reception of the customer waiting demonstration designation command, but after the customer waiting demonstration designation command is received, the customer waits for a predetermined period (for example, 10 seconds). The display of the waiting demonstration screen may be started. In addition, the effect control CPU 101 clears the total reserved memory number stored in the total reserved memory number storage area (step S665). That is, when the customer waiting demonstration designation command is received and the customer waiting demonstration screen is displayed, the total pending storage number is 0 and the variable display is not executed, so the total pending storage number to be stored is reset. Even when the processing of step S665 is executed, the addition control or subtraction omission of the total pending storage number occurs in the production control microcomputer 100 and the erroneous total pending storage number is recognized. By interrupting the hold memory, the total number of hold memories can be reset to return to a normal state.
  If the received effect control command is a normal state background designation command (step S666), the effect control CPU 101 uses the background screen displayed on the effect display device 9 as a background screen corresponding to the normal state (for example, a blue display color). Background screen) (step S667). Further, if set, the effect control CPU 101 resets a probability change state flag indicating that the game state is a probability change state and a time reduction state flag indicating that the game state is a time reduction state (step S668).
  If the received effect control command is a probability change state background designation command (step S669), the effect control CPU 101 displays a background screen displayed on the effect display device 9 as a background screen (for example, a red display). Color background screen) (step S670). In addition, the production control CPU 101 sets a probability variation state flag (step S671). In addition, if the effect control CPU 101 has been set, the time reduction state flag is reset (step S672).
  If the received effect control command is a time reduction state background designation command (step S673), the effect control CPU 101 displays the background screen displayed on the effect display device 9 as a background screen corresponding to the time reduction state (for example, a green display). Color background screen) (step S674). Further, the effect control CPU 101 sets a time reduction state flag (step S675). Further, if the effect control CPU 101 is set, the probability variation state flag is reset (step S676).
  If the received effect control command is a special winning opening open designation command (step S678), the production control CPU 101 sets a special winning opening open flag (step S679). In addition, the effect control CPU 101 stores the received special winning opening open designation command received in the special winning opening open designated command storage area formed in the RAM (step S680). The production control microcomputer 100 recognizes the number of rounds during the big hit game by confirming the special winning opening open designated command stored in the special winning opening open designated command storage area. Can do.
  If the received effect control command is a designation command after opening the big winning opening (step S681), the effect control CPU 101 sets a flag after opening the big winning opening (step S682). Also, the effect control CPU 101 stores the received special winning opening after opening designation command in the designated winning opening after opening special command opening storage area formed in the RAM (step S683).
  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S684). Then, control goes to a step S611.
  FIG. 37 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 first executes a prefetch notice effect determination process for determining presence or absence of a prefetch notice effect and an effect mode (step S800A).
  Next, the effect control CPU 101 performs any one of steps S800 to S807 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol is realized. However, control related to variable display of the effect symbol synchronized with the change of the first special symbol is also the second. Control related to the variable display of the effect symbol synchronized with the change of the special symbol is also executed in one effect control process. It should be noted that the variable display of the effect symbol synchronized with the variation of the first special symbol and the variable display of the effect symbol synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good. Further, in this case, it may be determined which special symbol variation display is being executed depending on which representation control process processing is performing the variation display of the representation symbol.
  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether or not a variation pattern command has been received from the game control microcomputer 560. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).
  Production symbol variation start processing (step S801): Control is performed so that the variation of the production symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (step S802).
  Production symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (step S803).
  Effect symbol variation stop processing (step S803): Control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) or the variation pattern command reception waiting process (step S800).
  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the in-round processing (step S805).
  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end process (step S807).
  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).
  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).
  FIG. 38 is a flowchart showing a prefetch notice effect determination process (step S800A). In the pre-reading notice effect determination process, the effect control CPU 101 first has a set of commands at the time of start winning (that is, a symbol designation command, a variable category command, and a reserved memory number addition designation command (first reserved memory number addition designation command). Alternatively, it is confirmed whether a second set of second reserved memory number addition designation command) has been received (step S6001). Specifically, a set of symbol designation command, variable category command, and reserved memory number addition designation command (first reserved memory number addition designation command or second reserved memory number addition designation command) are stored in the command storage area at the time of winning a prize. This can be confirmed by determining whether or not it is newly stored. If a command for starting winning a set is not newly received, the process is terminated as it is.
  Of the commands at the time of the start winning prize, the command transmitted last from the game control microcomputer 560 (in this embodiment, the reserved memory number addition designation command (the first reserved memory number addition designation command or the first The presentation control microcomputer 100 may recognize that a new start winning has occurred based on the reception of the two reserved memory number addition designation command)).
  If a command for starting winning a set is newly received, the production control CPU 101 checks whether or not the probability variation state flag or the short time state flag is set (step S6003). If neither the probability change state flag nor the short time state flag is set (that is, in the normal state), the effect control CPU 101 stores in the storage area storing the latest command in the start winning command storage area. It is confirmed whether or not the first reserved storage number addition designation command is stored (step S6004). If the first reserved memory number addition designation command is stored (that is, if the first reserved memory number increases and the first reserved memory number addition designation command is received), the effect control CPU 101 performs the pre-reading notice. The prefetching notice allocation table A is selected as a table for determining the presence / absence of the production and the production mode of the prefetching notice production (step S6005). If the first reserved storage number addition designation command is not stored, the process proceeds to step S6014.
  If the certain change state flag or the short time state flag is set (that is, if the certain change state or the short time state), the production control CPU 101 stores the latest command in the start winning command storage area. It is confirmed whether or not the second reserved storage number addition designation command is stored in (step S6006). If the second reserved memory number addition designation command is stored (that is, if the second reserved memory number increases and the second reserved memory number addition designation command is received), the effect control CPU 101 performs the pre-reading notice. The distribution table B is selected (step S6007). If the second reserved memory number addition designation command is not stored, the process proceeds to step S6014.
  By executing the processing of steps S6003 to S6007, in this embodiment, if the gaming state is the normal state, the pre-reading notice effect can be set and executed only for the variable display corresponding to the first reserved memory. Yes, if the gaming state is a certain change state or a short time state, the pre-reading notice effect can be set and executed only for the variable display corresponding to the second reserved memory.
  Next, the effect control CPU 101 extracts a prefetching notice effect mode determining random number for determining the effect type of the prefetching notice effect, and extracts the value of the extracted prefetching notice effect mode determination random number based on the received variation category command. Is determined as to which of the determination values included in the prefetching notice allocation table selected in steps S6005 and S6007 is executed, the presence or absence of the prefetching notice effect and the effect mode are determined (step S6008).
  FIG. 39 is an explanatory diagram showing a specific example of a prefetching notice allocation table showing distribution of prefetching notice effects. If the current gaming state is the normal state, the CPU 101 for effect control is indicated by the received variation category command using the prefetching notice allocation table A in the normal state shown in FIG. 39A selected in step S6005. Based on the winning pattern determination result of the variation pattern type, an effect mode of the pre-reading notice effect is determined. In this embodiment, when using the pre-reading notice allocation table A, for example, the effect control CPU 101 becomes a non-reach CA2-1 change pattern type with a change category command (that is, reach is a specific effect such as a pseudo-ream). When the winning determination result indicating that “non-reach is not included” is indicated (specifically, when the command C600 (H) is received), the variable CA command is used for the super CA2−. 7 is a winning pattern determination result indicating that the variation pattern type is 7 (ie, “reach out of super reach”) (specifically, when command C607 (H) is received), And the change category command indicates that the change pattern type is super CA3-3 (that is, “super reach big hit”). In any case where the time determination result is indicated (specifically, when the command C612 (H) or the command C615 (H) is received), as shown in FIG. It is determined that the pre-reading notice effect of the effect mode of “reserved ball change” is executed.
  If the current gaming state is the probability change state or the time reduction state, the effect control CPU 101 uses the pre-reading notice allocation table B in the probability change / time reduction state shown in FIG. 39B selected in step S6007, Based on the winning pattern determination result of the variation pattern type indicated by the received variation category command, the effect mode of the prefetch notice effect is determined. In this embodiment, when using the pre-reading notice allocation table B, for example, the effect control CPU 101 becomes a non-reach CA2-1 change pattern type by a change category command (that is, reach is a specific effect such as a pseudo-ream). 39 (B) in the case where the winning determination result indicating that “there is a non-reach” (specifically, when the command C60A (H) is received) is indicated. As shown in FIG. 4, there is no allocation and it is decided not to execute the pre-reading notice. In addition, for example, the effect control CPU 101 indicates a winning determination result indicating that the variation pattern type is the super CA2-7 variation pattern type (that is, “super-reaching is lost”) (specifically). Specifically, when the command C609 (H) or the command C60B (H) is received), and the variation category command, the variation pattern type of the super CA3-3 (that is, "super reach big hit") Is displayed (specifically, when the command C612 (H) or the command C615 (H) is received), as shown in FIG. It is decided to execute the pre-reading notice effect of the effect mode of “reserved ball change”.
  As shown in FIG. 39, in this embodiment, the variation category command is used to determine whether the variation pattern type is a “non-reach out”, “super reach out”, or “super reach big hit” as a result of determination at the time of winning the variation pattern type. When the result is shown, a prefetch notice effect may be executed.
  In step S6008, it is desirable that the effect control CPU 101 confirms whether or not the big hit game is being played, and if the big hit game is being played, it is desirable to decide not to forcibly perform the pre-reading notice effect. Whether or not the big hit game is in progress, for example, confirms whether or not the value of the effect control process flag is a value (specifically, 4 to 7) indicating the big hit display process to the big hit end effect process. It can be determined by doing.
  Note that the pre-reading notice effect may be executed even during the big hit game. For example, it is not the timing at which a start win occurs and the command at the time of the start win is received, but in a specific round (for example, 10 rounds) in the big hit game, the symbol designation command stored in the start win command storage area or the fluctuation The category command may be read to determine whether to execute the prefetching notice effect, and the prefetching notice effect may be executed in the specific round. In this case, as the pre-reading notice effect, instead of a continuous aspect effect, for example, a so-called one-notification notification effect may be executed to notify that the big hit is fixed in the variable display after the end of the big hit game. Only the pre-reading notice effect similar to “holding ball change” may be executed.
  Next, the effect control CPU 101 confirms whether or not it has been decided to execute the prefetch notice effect (step S6009). For example, if it is determined not to execute the prefetching notice effect because there is no allocation in the prefetching notice allocation tables A and B, the process proceeds to step S6014.
  When it is determined to execute the prefetching notice effect, the effect control CPU 101 sets a prefetching notice execution flag indicating that execution of the prefetching notice effect has been decided (step S6010).
  Next, the effect control CPU 101 checks whether or not the latest reserved storage number addition designation command stored in the start winning command storage area is the first reserved memory number addition designation command (step S6011). If the first reserved memory number addition designation command is stored, the production control CPU 101 increases the first special reserved display by one as the reserved display in the total reserved memory display unit 18c (step S6012).
  In this embodiment, in a normal state (when the pre-reading notice effect is not performed), when a start winning to the first start winning opening 13 occurs, a red round display (hereinafter referred to as a hold display) , The first normal hold display) is incremented by one, and when a start winning to the second start winning opening 14 occurs, a blue round display (hereinafter also referred to as a second normal hold display) is displayed as the hold display. ) Is increased by one. Then, when the pre-reading notice effect of the “change in reserved ball” effect is started when the start winning is generated, the hold display is increased by one in a manner different from the normal time. In this embodiment, when the pre-reading notice effect is executed, the special hold display (for example, a round display including characters such as “heat”) is increased by one. For example, if a pre-reading notice effect is to be started when a start winning to the first start winning opening 13 occurs, the red special hold display (also referred to as a first special hold display) is increased by one. Further, for example, if a pre-reading notice effect is started when a start winning to the second start winning opening 14 occurs, the blue special hold display (also referred to as a second special hold display) is increased by one.
  In this embodiment, a case is shown in which a circular display holding display including characters such as “heat” is displayed as a pre-reading notice effect of the “holding ball change” effect mode. Not limited to, for example, a star-shaped hold display, a gold-colored hold display, a heart-shaped hold display, etc. Are not limited to those shown in this embodiment. In addition, as a pre-reading notice effect of the “reserved ball change” effect mode, it is possible to execute an effect of a plurality of types such as a star display, a gold color display, and a heart shape display, and depending on which effect mode it is The degree of expectation (reliability) for the big hit may be varied.
  If the latest reserved memory number addition designation command is not the first reserved memory number addition designation command (that is, if the second reserved memory number addition designation command is stored), the production control CPU 101 performs summation pending. In the memory display unit 18c, the second special hold display is incremented by 1 as the hold display (step S6013).
  As described above, when it is determined to execute the pre-reading notice effect of the “holding ball change” effect mode by executing the processing of steps S6011 to S6013, a command for starting winning is generated and a command at the time of starting prize is given. The pre-reading notice effect in the effect mode of “change in holding ball” is immediately started at the received timing.
  In step S6014, the effect control CPU 101 confirms whether or not the latest reserved memory number addition designation command stored in the start winning command storage area is the first reserved memory number addition designation command. If the first reserved memory number addition designation command is stored, the production control CPU 101 increments the first normal reserved display by one as the reserved display in the total reserved memory display unit 18c (step S6015).
  If the latest reserved memory number addition designation command is not the first reserved memory number addition designation command (that is, if the second reserved memory number addition designation command is stored), the production control CPU 101 performs summation pending. The second normal hold display is incremented by one as the hold display in the storage display unit 18c (step S6016).
  FIG. 40 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the variation pattern command reception flag is reset (step S812). Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation start process (step S801) (step S813). As described above, in this embodiment, the display result designation command is transmitted even when the power failure is recovered (see step S44). However, as shown in FIG. Based on the fact that the variation pattern command is received, the transition to the production symbol variation start processing is started and the variation display of the production symbol is started. The display will not start.
  FIG. 41 is a flowchart showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 101 first reads a variation pattern command from the variation pattern command storage area (step S8000). Next, the CPU 101 for effect control displays the display result (stop) of the effect symbol according to the variation pattern command read out in step S8000 and the data stored in the display result specifying command storage area (that is, the received display result specifying command). (Design) is determined (step S8001). That is, the display control result of the variable display of the identification information (stop of the design symbol) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means by executing the process of step S8001 by the CPU 101 for the effect control. A display result determining means for determining (design) is realized. If the pseudo-ream is specified by the variation pattern command, the effect control CPU 101 determines that the chance stop symbol (for example, “223” or “445”) is used as the temporary stop symbol in the pseudo-ream in step S8001. The combination of the jackpot symbol that is not reachable and the symbol that is shifted by one symbol) is also determined. The effect control CPU 101 stores data indicating the determined effect stop symbols in the effect symbol display result storage area. In step S8001, the effect control CPU 101 may determine whether or not it is a big hit based on the received variation pattern command, and may determine the stop symbol of the effect symbol based only on the variation pattern command. .
  FIG. 42 is an explanatory diagram showing an example of the stop symbol of the effect symbol in the effect display device 9. In the example shown in FIG. 42, when the received display result specifying command indicates “normal jackpot” (when the received display result specifying command is the display result 2 specifying command), the effect control CPU 101 stops. A combination of effect symbols in which three symbols are arranged in the same even number as symbols is determined. When the received display result designation command indicates “probable big hit” (when the received display result designation command is a display result 3 designation command), the effect control CPU 101 uses 3 symbols as stop symbols. A combination of performance symbols arranged with the same odd number of symbols is determined.
  Further, when the received display result designation command indicates “suddenly probable big hit” or “small hit” (when the received display result designation command is a display result 4 designation command or a display result 5 designation command), The effect control CPU 101 determines a combination of effect symbols such as “135” as the stop symbol. In the case of “out of” (when the received display result designation command is a display result 1 designation command), a combination of effect symbols other than the above is determined. However, when a reach effect is involved, a combination of effect symbols in which two left and right symbols are aligned is determined. The combination of the three symbols derived and displayed on the effect display device 9 is the “stop symbol” of the effect symbol.
  The effect control CPU 101 extracts, for example, a random number for determining the stop symbol, and uses the stop symbol determination table in which the data indicating the combination of effect symbols and numerical values are associated with each other to generate the stop symbol of the effect symbol. decide. That is, the stop symbol is determined by selecting data indicating the combination of effect symbols corresponding to the numerical value matching the extracted random number.
  In addition, as for the effect symbols, a stop symbol reminiscent of a big hit (a combination of symbols in which the left, middle and right are all the same symbols) is called a big hit symbol. In addition, a stop symbol that recalls a loss is called a loss symbol. In addition, a symbol reminiscent of being probabilistic (an odd symbol in this embodiment) is also called a probabilistic symbol, and a symbol reminiscent of being in a probable state (even symbol in this embodiment) is a non-probable symbol. Also called.
  Next, the effect control CPU 101 determines whether or not to execute the notice effect (the notice effect other than the pre-reading notice effect, which is a repeated hit notice effect in the present embodiment) in the effect display device 9 during the variation display of the effect symbol. A notice effect setting process for determining or setting the effect aspect of the notice effect is executed (step S8002).
  In the present embodiment, in this notice effect setting process, whether or not to execute the repeated hit notice effect is determined, and the effect form when it is determined to execute the repeat hit notice effect is the big hit time notice effect A It is determined which of the notice effect A, the big hit notice effect B for the big hit, or the continuous notice notice effect B for the off-time is determined. Here, the presence / absence of execution of the repeated hitting notice effect and which effect mode of the repeated hitting notice effect is executed are determined based on the received variation pattern command as shown in FIG. 44 described later. In some cases, the big hit continuous hitting notice effect A and the losing time continuous hitting notice effect A may be collectively referred to as a continuous hitting notice effect A, and the big hitting continuous hitting notice effect B and the outbreak time continuous hitting notice effect B may be collectively referred to as a continuous hitting notice effect B. May be called. Further, the repeated hitting notice effect A and the repeated hitting notice effect B may be collectively referred to as a repeated hitting notice effect. In addition to the repeated hitting notice effect, for example, the presence / absence of a step-up notice effect, a mini character notice effect, a movable object notice effect, an effect blade accessory notice effect, or an effect mode may be determined.
  Next, when executing the variation pattern and the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect (step S8003). Then, the process timer in the process data 1 of the selected process table is started (step S8004).
  FIG. 43 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. In the display control execution data, data indicating each variation aspect constituting the variation aspect during the variable display time (variation time) of the variable display of the effect symbols is described. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect design in the variation mode set in the display control execution data for the time set in the process timer set value.
  The process table shown in FIG. 43 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern.
  When it is determined to execute the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect in step S8003. For example, in the notice effect setting process, it is determined to execute the notice of repeated hitting in one of the effect modes of the big hit continuous hitting notice effect A, the losing time continuous hitting notice effect A, the big hit time consecutive hitting notice effect B, and the losing time continuous hitting notice effect B. If so, a process table corresponding to the determined effect mode is selected.
  In addition, in the process table used when effect control is executed for a variation pattern with reach effect, the left symbol is stopped when a predetermined time has elapsed from the start of the variation, and the right symbol is stopped when a predetermined time further elapses. Process data indicating that it is to be displayed is set. In addition, instead of setting the symbols to be stopped and displayed in the process table, an image for displaying the symbols is synthesized and generated according to the determined stop symbols, pseudo-stops, and temporary stop symbols in the sliding effect. May be.
  In addition, the CPU 101 for effect control, according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1), effects device (effect display device 9 as an effect component, effect component as an effect component) The control of the various lamps and the speaker 27) as an effect part is executed (step S8005). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27. Further, when it is determined to execute the repeated hitting notice effects A and B, which will be described later, at the start of fluctuation, the repeated hitting notice effects A and B are started according to the process table set in step S8003.
  In this embodiment, the effect control CPU 101 performs control so that the effect symbol is variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to.
  Next, the effect control CPU 101 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step S8006). Next, the production control CPU 101 deletes one command at the time of start winning (the symbol designating command, the variable category command, and the reserved memory number addition specifying command) stored in the storage area of the start winning command storing area, The contents of the command storage area at the start winning prize are shifted (step S8007).
  In step S8007, if it is a case where the variation display of the effect symbol is executed corresponding to the variation display of the first special symbol (for example, the first symbol variation designation command or the first reserved memory number subtraction designation command is received). If so, the content stored in the first storage area of the start winning command storage area is deleted (in this embodiment, the variable display of the second special symbol is preferentially executed, The fact that the variable display of the first special symbol is executed means that all the commands stored in the command storage area at the time of the start winning prize are the commands received at the start winning prize to the first start winning prize opening 13). The contents of the subsequent storage areas of the hour command storage area are shifted one by one.
  In addition, when the variation display of the production symbol is executed corresponding to the variation display of the second special symbol (for example, when the second symbol variation designation command or the second reserved memory number subtraction designation command is received). If there is, delete the contents of the first storage area storing the command received at the start winning prize to the second start winning opening 14 among the storage areas of the start winning command storage area (for example, 2) The contents of the first storage area in which the reserved storage number addition designation command is stored are deleted), and the contents of the storage areas after the start winning command storage area are shifted one by one. For example, the first storage area of the start winning command storage area stores the command received at the start winning prize to the first start winning opening 13, and the second storage area starts to the second start winning opening 14. If the command received at the time of winning is stored, the contents of the second storage area are deleted, and the contents of the third and subsequent storage areas are shifted.
  For example, when the first start winning command storage area and the second start winning storage area are separately provided, the effect symbol change display is displayed corresponding to the first special symbol change display. If it is to be executed, the contents stored in the first storage area of the first start winning command storage area are deleted, and the contents of the storage areas subsequent to the first start winning command storage area are one. If the shift is performed one by one, and the variation display of the effect symbol is executed in response to the variation display of the second special symbol, the contents stored in the first storage area of the second start winning command storage area It is also possible to delete and shift the contents of the storage areas after the second start winning command storage area one by one.
  Then, the effect control CPU 101 sets the value of the effect control process flag to a value corresponding to the effect symbol changing process (step S802) (step S8008).
  FIG. 44 is a flowchart showing the notice effect setting process (step S8002) in the effect symbol variation start process. In the notice effect setting process, the effect control CPU 101 first determines whether or not to execute the repeated hit notice effect during the effect symbol change display based on the read change pattern command (step S6500). In the present embodiment, when the variation pattern command is a command that becomes super reach without being accompanied by a pseudo-ream, it is determined to execute the repeated hitting notice effect. That is, the change pattern commands are super PB3-1 (displacement in super reach A), super PB3-2 (displacement in super reach B), super PB3-3 (big hit in super reach A), super PB3-4 (super reach). If it is one of the big hits at B), it is determined that the repeated hitting notice effect is executed, and if it is a command other than these, it is determined that the repeated hitting notice effect is not executed.
  Next, the effect control CPU 101 confirms whether or not it is determined to execute the continuous hitting notice effect (step S6501). When it is determined that the continuous hitting notice effect is to be executed (YES), the effect control CPU 101 determines the type (type) of the continuous hitting notice effect to be executed (S6502). In this step S6502, for example, if the variation pattern command is a command accompanied by super reach A, it is decided to execute the repeated hit notice effect A, and if it is a command accompanied by super reach B, it is decided to execute the repeat hit notice effect B. Good. That is, if the variation pattern command is Super PB3-1 (displacement in Super Reach A), the strike-time continuous hitting announcement effect A is obtained. If B is a Super PB3-3 (Super Reach A with a big hit), a big hit hourly hitting notice effect A is executed. If Super PB3-4 (Super Reach B is a big hit), a big hit hourly hitting notice effect B is executed. decide.
  Next, the effect control CPU 101 sets a continuous hitting notice effect execution flag corresponding to the repeated hitting notice effect of the effect mode determined to be executed (step S6503), and ends the notice effect setting process. That is, if it is decided to execute the off-time continuous hitting notice effect A, the continuous hitting notice effect execution flag for the off-time continuous hitting notice effect A is set, and if it is decided to execute the off-time continuous hitting notice effect B When the continuous hitting notice effect execution flag for the off-hit continuous hitting notice effect B is set and it is decided to execute the big hit time hitting notice effect A, the repeated hitting notice effect execution flag for the big hit time hitting notice effect A is set. When it is determined that the big hit time continuous hitting notice effect B is to be executed, the continuous hitting notice effect execution flag for the big hit time hitting notice effect B is set. If the effect control CPU 101 determines not to execute the repeated hitting notice effect (NO in step S6501), the notice effect setting process ends.
  Here, in the present embodiment, the presence / absence of execution of the continuous hitting notice effect and the effect mode (type) for execution are determined based on the variation pattern command. By executing the lottery process based on the random number for determination, the presence / absence of execution of the repeated hitting notice effect and the effect mode (type) when executed may be determined. For example, even if the variation pattern command is a command with super reach, whether or not to execute the continuous hitting notice effect may be determined by a lottery process. In addition, the execution rate of the repeated hitting notice effect is varied depending on the type of reach, such as performing the repeated hitting notice effect with high probability when accompanied with Super Reach A, and executing the repeated hit notice effect with low probability when accompanied with Super Reach B. You may do it. Also, referring to the display result designation command, if the display result is a big hit (when the display result 2 is designated or the display result 3 is designated), the repeated hitting notice effect is executed with a high probability, and the display result is lost (display) In the case of the result 1 designation), the repeated hitting notice effect may be executed with a low probability.
  Here, the “continuous hitting notice effect” is a notice effect accompanied by a continuous operation by the push button 120. In the repeated hitting notice effect, a notification effect that prompts continuous operation by the push button 120 is displayed (a message “Draw consecutively!” Is displayed together with an image simulating the push button 120), and the player follows the instruction. When the push button 120 is continuously pressed (repeated), the display of the gauge image 1000 shown in FIGS. 53 to 57 (hereinafter sometimes referred to as “gauge display”) is updated according to the number of operations (number of repeated operations). Is done. As shown in FIG. 50, the repeated hitting notice effect is started by a battle start effect (D01 in FIG. 53), and is ended a predetermined time before the change stop of the effect symbol (in this example, one second before). As will be described later, the repeated hitting notice effect includes a display of a consecutive hit suggestion image 1100 that prompts the player to press the push button 120 repeatedly, and a display of a countdown image 1500 that notifies the remaining time that the push button 120 can be repeatedly hit. Also included are special effects such as victory effects, defeat effects, and reverse effects.
  Here, the repeated hitting notice effect A and the repeated hitting notice effect B exist in the repeated hitting notice effect of the present embodiment. The repeated hitting notice effect A can update the gauge display to 100% by repeatedly hitting the push button 120 a predetermined number of times (20 times) or more when the display result is a big hit. On the other hand, even when the display result is a big hit, the continuous hitting notice effect B cannot be updated to 100% by hitting the push button 120 repeatedly, and has the same effect mode as in the case of losing. ing. Hereinafter, the aspect of each continuous hitting notice effect will be described in detail with reference to FIG.
  Here, as shown in the display update table in FIG. 45, the gauge display update method is set to be different depending on the mode of the continuous hitting notice effect. First, in the repeated hitting notice effect A, as shown in FIGS. 45A and 45B, when the value of the repeated hit counter indicating the number of repeated hits is in the range of 0 to 3, the gauge display is 0%, and the value of the repeated hit counter is In the range of 4-7, the gauge display is 20%, in the range of 8-11, the gauge display is 40%, and in the range of 12-15, the gauge display is 60%. When the value of the counter hit counter is in the range of 16-19, the gauge display is 80%. And, in the big hit hourly hitting notice effect A executed when the big hit, the gauge display becomes 100% when the value of the continuous hit counter is 20 or more. On the other hand, in the missed-hit continuous hitting notice effect A that is executed in the case of being missed, the gauge display remains 80% when the value of the repeat hit counter is 20 or more. In other words, when the display result of the effect symbol is out of order, the gauge display is updated only up to 80%, and no matter how many times the player repeatedly pushes the push button 120, it does not exceed 80%. .
  Therefore, the player expects that a big hit will occur when the gauge display is updated to 100% by repeated hitting of the push button 120, and when the gauge display does not reach 100% even if the push button 120 is repeatedly hit, Predict that no jackpot will occur. In the repeated hitting notice effect, the player is notified of the occurrence of the big hit in this way. It should be noted that in this repeated hitting notice effect A, the gauge display is also updated approximately in proportion to the value of the repeated hit counter until the gauge display reaches 80% (until 100% if a big hit occurs).
  Here, as shown in FIGS. 45 (a) and 45 (b), the relationship between the value of the continuous hit counter and the gauge display is the same until the gauge display reaches 80% regardless of whether or not it is a big hit. It has become. Therefore, depending on how the gauge display is updated when the player makes repeated hits (for example, the gauge display increases rapidly in the case of a big hit, but does not increase in the case of a loss, it remains constant). It is not possible to determine whether or not In this way, the game display is improved by making the gauge display update method common to the case of the big hit and the case of the big hit.
  On the other hand, as shown in FIGS. 45 (c) and 45 (d), in the repeated hitting notice effect B, the value of the repeated hit counter indicating the number of repeated hits is in the range of 0 to 3 regardless of whether or not the big hit occurs. When the display is 0% and the value of the counter hit counter is 4-7, the gauge display is 40%. When the value of the counter hit counter is 8-11, the gauge display is 80% and the value of the counter hit counter is 12. In the range of -15, the gauge display is 90%, in the range of 16-19, the gauge display is 95%, and in the range of 20 or more, the gauge display is 99%. . That is, in both cases where the display result of the effect symbol is a big hit and the case where it is off, the gauge display is updated only to 99%, and no matter how many times the player presses the push button 120 repeatedly, it will be 100%. It is a mode that does not reach.
  Therefore, even if the player does not update the gauge display to 100% due to repeated hitting of the push button 120, the player can expect a big hit. It should be noted that in this repeated hitting notice effect B, in the first half of the consecutive hit period (period in which the repeat hit counter value is 0 to 11), the gauge display increases rapidly, but after the gauge display reaches 80% (the repeat hit counter value is 12). During the above period), the increasing range of the gauge display with respect to the increase amount of the value of the continuous hitting counter is rapidly reduced. In other words, in a situation where the gauge display becomes 100% after a short time, it is difficult to raise the gauge display, which is an effect mode that prompts the player to make further hits.
  Here, as shown in FIGS. 45C and 45D, the relationship between the value of the counter hit counter and the gauge display is common regardless of whether or not it is a big hit. Therefore, depending on how the gauge display is updated when the player makes repeated hits (for example, the gauge display increases rapidly in the case of a big hit, but does not increase in the case of a loss, it remains constant). It is not possible to determine whether or not In this way, the game display is improved by making the gauge display update method common to the case of the big hit and the case of the big hit.
  As described above, in the present embodiment, whether to perform the repeated hitting notice effect A or the repeated hitting notice effect B is changed according to the change pattern command. The update method is different. Therefore, for the player, there is a case where the gauge display rises in proportion to the number of continuous hits of the push button 120 (when the continuous hitting notice effect A is executed). Although the gauge display rises, there is a case where the gauge display does not readily rise thereafter (when the continuous hitting notice effect B is executed), and the interest is improved without the update mode becoming monotonous.
  These continuous hitting notice effects are a kind of reach effect executed after the reach state is established, as shown in D00 and D01 of FIG. 53, which will be described later. This is an effect that is performed together. In the case of a big hit, an effect in which the teammate character 1200 ultimately wins is executed. When the continuous hitting notice effect A is executed, the gauge display can be made 100% by the player hitting the push button 120 repeatedly. When the gauge display reaches 100% due to repeated hits, an effect that the teammate character 1200 has won is executed, so that the player is notified of the occurrence of the big hit.
  46 to 48 are flowcharts showing the effect symbol changing process (step S802) in the effect control process. In the effect symbol variation processing, the effect control CPU 101 first decrements the value of the process timer by 1 (step S8101) and decrements the value of the variation time timer by 1 (step S8102). When the process timer times out (step S8103), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S8104). Further, the control state for the effect device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S8105). Further, when it is determined to execute the continuous hitting notice effect after the reach is established, the continuous hitting notice effect is executed after the reach is established according to the process table.
  Next, the effect control CPU 101 confirms whether or not any of the continuous hitting notice effect execution flags is set (step S8106). That is, it is confirmed whether or not the continuous hitting notice effect execution flag corresponding to any one of the big hit time notice effect A, the late hit notice effect A, the big hit notice effect B, and the late hit notice effect B is set. . If no continuous hitting notice effect execution flag is set (NO), the effect control CPU 101 checks whether or not the variable time timer has timed out (step S8160). If the variation time timer has timed out (YES in step S8160), the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect symbol variation stop process (step S803) (step S8161). ).
  In step S8106, if any of the consecutive hit notice effect execution flags is set (YES), the effect control CPU 101 starts timing for suggesting repeated hits prompting the player to repeatedly press the push button 120 (FIG. 53). It is confirmed whether or not (the timing for displaying D04) has elapsed (step S8107). If the timing for starting suggestion of consecutive hits (timing for displaying D04 in FIG. 53) has elapsed, the CPU 101 for effect control proceeds to step S8110 in FIG. On the other hand, if the timing for starting suggestion of consecutive hits has not elapsed, the process shifts to step S8160.
  Here, as shown in FIG. 50, in the present embodiment, the timing at which the repeated hitting notice effect is started (the timing at which D01 in FIG. 53 to be described later is displayed) is after reach is established, and the change in the effect symbol is stopped ( It is assumed that it is 15 seconds before the fluctuation time timeout. Further, in the present embodiment, as shown in FIG. 50, the timing at which the continuous hitting notice effect is finished is one second before the change of the effect symbol is stopped, so the execution period of the repeated hitting notice effect is set to 14 seconds. . Then, the period from the start of the continuous hitting notice effect shown in FIG. 50 (D01: Battle start in FIG. 53) to the consecutive hitting effective flag being set (D04: GO! In FIG. 53) depends on the form of the continuous hitting notice effect. It is assumed that a common effect is executed. That is, even if it is decided to execute any one of the big hit notice effect A, the consecutive hit notice effect A, the big hit notice effect B, and the late hit notice effect B for a predetermined time from the start of the repeated notice effect ( In this embodiment, the common effects shown in D01 to D04 in FIG. 53 are executed for 4 seconds). The common effects shown in D01 to D04 are executed in accordance with the process table selected in step S8003, and the time until the timeout of the variation time is a predetermined time (in this embodiment, 15 seconds before the variation stop). It starts on the basis of becoming.
  In the present embodiment, the period from the start of the repeated hitting notice effect shown in FIG. 50 to the setting of the repeated hitting effective flag (starting of repeated hitting suggestion) is determined as NO in step S8107, and the process does not proceed to step S8110. This period is a period during which the common effects are being executed. Then, after the continuous hitting effective flag is set (continuous hitting suggestion is started), YES is determined in step S8107, and the process proceeds to step S8110. After that, when the continuous hitting notice execution flag is reset with the end of the continuous hitting notice effect (step S8119), it is determined NO in step S8106, and thus the process cannot proceed to step S8110. Therefore, in the present embodiment, when the repeated hitting notice effect is executed, the period 11 seconds before to 1 second before the change stop of the effect symbol shown in FIG. 50 (10 seconds when the effect end timer is set) The process proceeds to step S8110.
  Next, the effect control CPU 101 confirms in step S8110 whether or not the value of the effect end timer (remaining time) is zero. If the effect end timer is 0 (YES), the effect control CPU 101 sets the effect end timer (step S8111). As shown in FIG. 50, when the continuous hitting notice effect is started, the effect end timer is not set and its value is zero. Therefore, the effect end timer is set at the timing when the suggestion of repeated hitting is started (the timing at which D04 in FIG. 53 is displayed). In this step S8111, a value corresponding to 10 seconds, which is the remaining time of the continuous hitting notice effect, is set as the timer value of the effect end timer. Further, the production control CPU 101 sets a continuous hitting effective flag (step S8112), sets a continuous hitting counter (step S8113), and proceeds to step S8160. During the period in which the continuous hitting effective flag is set, a continuous hitting suggestion image 1100 (shown in D04 in FIG. 53, etc.) is displayed on the effect display device 9 and includes an image simulating the push button 120 and the characters “Please hit consecutively!” Is displayed. The player is prompted to repeatedly hit the push button 120 by displaying the repeatedly hitting suggestion image 1100.
  As shown in FIG. 50, both the production end timer and the continuous hitting effective flag are set at the timing at which continuous hitting suggestion is started (the timing at which D04 in FIG. 53 is displayed). The repeated hit counter is set to 0 as an initial value, and increments and updates by 1 each time an operation of the push button 120 is detected during a period in which the repeat hit valid flag is set, thereby counting the number of consecutive hits. The “number of continuous hits” referred to here is from when the push button 120 is lowered due to the pressing operation (from the ON state) to when it is increased due to the release of the pressing operation (until the OFF state is reached). ) Is counted once. On the other hand, if the effect end timer is not 0 in step S8110 (NO), the effect control CPU 101 subtracts 1 from the value of the effect end timer (step S8115), and the value of the effect end timer after subtraction is 0 (ie, It is checked whether or not the remaining time is 0 seconds (step S8116).
  As shown in FIG. 50, when the value of the effect end timer after subtraction becomes 0, it means that the continuous hitting notice effect ends. At this time, the effect control CPU 101 resets the continuous hitting effective flag if it is set (step S8117), and resets the special effect executing flag if it is set (step S8118). The continuous hitting notice effect execution flag is reset (step S8119). Furthermore, if the remaining time of the countdown timer is not 0, the effect control CPU 101 clears it to 0 (step S8119A), and if it is set, resets the countdown execution flag (step S8119B). The process moves to step S8160.
  Here, the countdown image 1500 indicating “0 seconds remaining” is not displayed because the countdown execution flag is reset. However, the countdown image 1500 is not immediately hidden at the timing when step S8119B is executed. It is preferable to hide the display after a predetermined time (for example, 0.5 seconds). This makes it easier for the player to view the countdown image 1500 of “remaining 0 seconds”. Alternatively, the countdown image 1500 may be gradually disappeared over time (for example, about 1 second). As shown in FIG. 50, as the value of the effect end timer after subtraction becomes 0, all the set flags are reset, and all the set timers (countdown timers) are cleared to 0. It becomes. Further, by resetting the repeated hitting notice effect execution flag (by finishing the repeated hitting notice effect), NO is determined in step S8106 from the next time.
  If the value of the effect end timer (remaining time) is not 0 in step S8116 (NO), the effect control CPU 101 checks whether or not the continuous hitting effective flag is set (step S8120). When the continuous hitting valid flag is set (YES), the production control CPU 101 checks whether or not an input from the push button 120 has been detected (step S8121). When the input from the push button 120 is detected (YES), the CPU 101 for effect control adds 1 to the value of the counter hit counter (step S8122), and displays the gauge according to the value of the counter hit counter after the addition. Update (step S8123), the process proceeds to step S8124 in FIG. On the other hand, when the input from the push button 120 is not detected (NO in step S8121), the effect control CPU 101 proceeds to step S8124. Here, for example, the push sensor 124 outputs a pulsed operation detection signal to the input port 106 when the push button 120 is pressed (or when the push operation is released). In this case, even if the push button 120 is pressed for a long time, the operation detection signal is not continuously output. Therefore, it is assumed that the process of step S8121 is executed a plurality of times during one long press period. Is counted as a single operation.
  Here, in updating the gauge display in step S 8123, the effect control CPU 101 updates the gauge display according to the updated repeated hit counter value based on the display update table for each repeated hit notice effect shown in FIG. 45. Like that. That is, when the continuous hitting notice effect execution flag corresponding to the big hit time hitting notice effect A is set, the gauge display is updated based on the table of FIG. When the repeated hitting notice effect execution flag is set, the gauge display is updated based on the table of FIG. 45 (b), and the repeated hitting notice effect execution flag corresponding to the big hit time notice effect B is set. If there is, the gauge display is updated based on the table of FIG. 45 (c), and if the repeated hitting notice effect execution flag corresponding to the off-time repeated hitting notice effect B is set, FIG. 45 (d) The gauge display is updated based on the table.
  If it is determined in step S8120 that the continuous hitting effective flag is not set (NO), the effect control CPU 101 proceeds to step S8160. Note that the case where the repeated hitting valid flag is not set in step S8120 means that the repeated hit counter value is determined to be greater than or equal to the threshold in step S8124 described later, and the countdown effect is started regardless of the remaining time of the effect end timer. (Steps S8151, S8152), the countdown effect ends.
  Next, the effect control CPU 101 confirms in step S8124 whether or not the value of the repeated hit counter is equal to or greater than a threshold value. Here, the threshold value is a counter-attack counter value that is necessary for the gauge display to be in the final stage in each of the multi-strike notice effects. In the case of the big hit continuous hitting notice effect A, the threshold value is 20 which is the minimum continuous hit counter value when the gauge display is 100%. In the case of non-continuous hitting notice effect A, the threshold value is 16 which is the minimum consecutive hit counter value when the gauge display is 80%. In the case of the big hit continuous hitting notice effect B, the threshold value is 20 which is the minimum continuous hit counter value when the gauge display is 99%. In the case of non-continuous hitting notice effect B, the threshold value is 20 which is the minimum consecutive hit counter value when the gauge display is 99%. The confirmation of which aspect of the continuous hitting notice effect is executed can be performed based on the continuous hitting notice effect execution flag.
  If it is determined in step S8124 that the value of the counter hit counter is not equal to or greater than the threshold (NO), the effect control CPU 101 checks whether or not the countdown execution flag is set (step S8125). If the countdown executing flag is set (YES), the effect control CPU 101 proceeds to step S8130. On the other hand, when the countdown execution flag is not set (NO in step S8125), the effect control CPU 101 checks whether or not the remaining time of the effect end timer is 2 seconds or less. If it is not less than 2 seconds (NO), the production control CPU 101 proceeds to step S8160.
  On the other hand, when the remaining time of the effect end timer is 2 seconds or less (YES in step S8126), effect control CPU 101 sets a countdown timer (step S8127), and sets a countdown execution flag (step S8128). ), The process proceeds to step S8160. The countdown timer set in step S8127 is set to time out in 2 seconds, and a countdown image 1500 of “remaining × seconds” is displayed on the effect display device 9 according to the value of the countdown timer ( For example, D22 to D24 in FIG. 55). Thereby, the remaining time that can be continuously hit (the remaining time for which the continuous hitting effective flag is set) is notified to the player.
  Here, as shown in “when the counter hit counter value is less than the threshold value” in FIG. 50, a countdown timer that times out at the remaining time is set at the timing when the remaining time of the effect end timer becomes 2 seconds (step In addition to S8127), a countdown execution flag is set (step S8128), and a countdown effect that notifies the remaining time such as “2 seconds remaining”, “1 second remaining”, and “0 seconds remaining” according to the value of the countdown timer. Will be executed. That is, the value of the countdown timer set in step S8127 matches the remaining time of the effect end timer.
  If it is determined in step S8124 that the value of the counter hit counter is equal to or greater than the threshold (YES), the effect control CPU 101 determines whether or not the consecutive hit notice effect execution flag corresponding to the big hit time notice effect A is set (ie, the big hit). It is confirmed whether or not the continuous hitting notice effect A is being executed (step S8140). When the continuous hitting notice effect execution flag corresponding to the big hit hourly notice effect A is not set (NO), the effect control CPU 101 proceeds to step S8150. When the continuous hitting notice effect execution flag corresponding to the big hit time hitting notice effect A is set (YES in step S8140), the effect control CPU 101 resets the continuous hitting valid flag (step S8141), and the remaining countdown timer remains. If the time is not 0, it is cleared to 0 (step S8141A), and if it is set, the countdown execution flag is reset (step S8142), and the remaining time of the effect end timer is a predetermined time (for example, 2 seconds). ) It is confirmed whether or not there is more (step S8143).
  It should be noted that the continuous hitting suggestion image 1100 is not displayed on the effect display device 9 with the reset of the continuous hitting effective flag. Here, with the resetting of the countdown execution flag, the countdown effect 1500 is stopped regardless of whether the countdown effect is being executed, and the countdown image 1500 (“remaining × seconds”) is not displayed on the effect display device 9.
  If the remaining time of the effect end timer is equal to or longer than the predetermined time in step S8143 (YES), the effect control CPU 101 sets a special effect execution flag (step S8144), and the process proceeds to step S8160. As the special effect execution flag is set in step S8144, the gauge image 1000 is no longer displayed on the effect display device 9, and a victory effect (D15 in FIG. 54) is executed as a special effect corresponding to the big hit continuous hitting notice effect A. Will be. In this way, when the big hit hourly hitting notice effect A is being executed, if the consecutive hit counter value is equal to or greater than the threshold value (20), the transition to the victory effect as the special effect is made regardless of whether the countdown effect is being performed or not. It has become so. The special effect refers to an effect that is executed in a state where the continuous hitting effective flag is not set (display of the continuous hitting suggestion image 1100 has been completed) and the remaining time of the effect end timer exists. In other words, the display period of the consecutive hit suggestion image 1100 (= 10 seconds which is the setting time of the production end timer) when the repeated hit counter value does not reach the threshold even if the push button 120 is repeatedly hit is the original repeated hit suggestion image 1100. When the display period of the consecutive hit suggestion image 1100 ends before the original display period, the display period is executed from the end of the display period to the end of the original display period. It can be said that this is a production.
  On the other hand, when the remaining time of the effect end timer is not equal to or longer than the predetermined time (NO in step S8143), the effect control CPU 101 proceeds to step S8160. That is, when the remaining time of the effect end timer is less than the predetermined time (less than 2 seconds), the special effect is not executed with the remaining time. As a result, in the remaining period of the effect end timer, the gauge image 1000 at the timing when step S8141 is executed is displayed. The display of the gauge image 1000 at this time is 100% (because the threshold value has been reached). In this embodiment, the special effect is executed only when the remaining time of the effect end timer is equal to or longer than the predetermined time. However, the present invention is not limited to this, and the special effect is performed regardless of the remaining time of the effect end timer. An effect may be executed.
  If it is determined in step S8140 that the continuous hitting notice execution execution flag corresponding to the big hit time hitting notice effect A is not set (NO), the effect control CPU 101 checks whether or not the countdown execution flag is set. (Step S8150). If the countdown execution flag is not set (NO), the effect control CPU 101 sets a countdown timer (step S8151), sets the countdown execution flag (step S8152), and proceeds to step S8160. . Note that the countdown timer set in step S8151 is set to time out in 2 seconds, and a countdown image 1500 of “remaining × seconds” is displayed on the effect display device 9 according to the value of the countdown timer. (For example, D32 to D34 in FIG. 56, D42 to D44 in FIG. 57). Thereby, the remaining time that can be continuously hit (the remaining time for which the continuous hitting effective flag is set) is notified to the player.
  Here, as shown in “when the continuous hit counter value is equal to or greater than the threshold” in FIG. 50, a countdown timer that times out in 2 seconds at the timing when the continuous hit counter value becomes equal to or greater than the threshold regardless of the remaining time of the effect end timer. Is set (step S8151), and the countdown in progress flag is set (step S8152), and the remaining values such as “2 seconds remaining”, “1 second remaining”, and “0 seconds remaining” are left according to the value of the countdown timer. A countdown effect that informs the time is executed. That is, the value of the countdown timer set in step S8151 does not match the remaining time of the effect end timer, and becomes 0 before the effect end timer times out (becomes 0).
  If the countdown execution flag is set in step S8150 (YES), the effect control CPU 101 proceeds to step S8130. In step S8130, the effect control CPU 101 subtracts 1 from the value of the countdown timer (step S8130), and checks whether the value of the countdown timer after the subtraction has become 0 (remaining 0 seconds) (step S8131). When the value of the countdown timer is not 0 (remaining 0 seconds) (NO), the CPU 101 for effect control moves to step S8160. On the other hand, if the value of the countdown timer is 0 (remaining 0 seconds) (YES in step S811), the effect control CPU 101 resets the continuous hitting valid flag (step S8132) and resets the countdown execution flag. (Step S8133), the process proceeds to step S8134.
  It should be noted that the continuous hitting suggestion image 1100 is not displayed on the effect display device 9 with the reset of the continuous hitting effective flag. Further, the countdown image 1500 indicating “remaining 0 seconds” is not displayed because the countdown execution flag is reset. It is good to hide after a predetermined time (for example, 0.5 seconds). This makes it easier for the player to view the countdown image 1500 of “remaining 0 seconds”. Alternatively, the countdown image 1500 may be gradually disappeared over time (for example, about 1 second).
  In step S8134, the effect control CPU 101 confirms whether or not the remaining time of the effect end timer is equal to or longer than a predetermined time (for example, 2 seconds). When the remaining time of the effect end timer is equal to or longer than the predetermined time (YES), the effect control CPU 101 determines a special effect according to the set continuous hitting notice effect execution flag (step S8135), and executes the special effect. The middle flag is set (step S8136), and the process proceeds to step S8160. As the special effect execution flag is set in step S8136, the gauge image 1000 is not displayed on the effect display device 9, and the special effect corresponding to the type of the repeated hitting notice effect is executed. In this case, as shown in “when the counter hit counter value is greater than or equal to the threshold value” in FIG. 50, the remaining time (2 seconds or more) of the effect end timer after the countdown timer times out is used to indicate the victory or defeat of the battle effect. A special effect is performed. That is, in the case of “when the counter hit counter value is greater than or equal to the threshold value” shown in FIG. 50, a special effect may be executed.
  Specifically, when the flag corresponding to the off-time repeated hitting notice effect A is set, the defeat effect shown at D34 in FIG. 56 is set as the flag corresponding to the big hit time hitting notice effect B. When the reverse rotation effects shown in D45 and D46 of FIG. 57 are set with the flag corresponding to the off-time continuous hitting notice effect B, the defeat effects as shown in D34 of FIG. 56 are executed as special effects, respectively. It will be.
  On the other hand, if the remaining time of the effect end timer is not equal to or longer than the predetermined time (NO in step S8134), effect control CPU 101 proceeds to step S8160. That is, when the remaining time of the effect end timer is less than the predetermined time (less than 2 seconds), the special effect is not executed with the remaining time. As a result, in the remaining period of the effect end timer, the gauge image 1000 at the timing when step S8132 is executed is displayed.
  FIG. 49 is a flowchart showing the effect symbol variation stop process (step S803) in the effect control process. In the effect symbol variation stop process, the effect control CPU 101 first checks whether or not a stop symbol display flag indicating that a stop symbol of the effect symbol is being displayed is set (step S8301). If the stop symbol display flag is set, the process proceeds to step S8307. In this embodiment, when a big hit symbol is displayed as the stop symbol of the effect symbol, a stop symbol display flag is set in step S8306. Then, the stop symbol display flag is reset when the fanfare effect is executed. Accordingly, the fact that the stop symbol display flag is set is a stage where the jackpot symbol is stopped and displayed but the fanfare effect is not yet executed, and therefore the processing of displaying the stop symbol of the effect symbol in step S8302 is executed. Then, the process proceeds to step S8307.
  When the stop symbol display flag is not set, the effect control CPU 101 performs control to stop and display the determined stop symbol (offset symbol, jackpot symbol) (step S8302).
  Next, when neither the big winning symbol nor the small winning symbol is displayed in the process of step S8302 (that is, when the off symbol is displayed) (N in step S8305), the presentation control CPU 101 proceeds to step S8313. To do.
  When the big hit symbol or the small hit symbol is stopped and displayed in the process of step S8302 (Y in step S8305), the effect control CPU 101 sets the stop symbol display flag (step S8306) and receives the big hit start designation command. It is checked whether a big hit start designation command reception flag indicating that a small hit / sudden probability sudden change big hit start designation command reception flag is set or not is set (step S8307). . When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the stop symbol display flag (step S8308), and responds to the fanfare effect. A process table is selected (step S8309). When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the set flag.
  Then, the production control CPU 101 starts the process timer by setting the process timer set value in the process timer (step S8310), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number) Control of the effect device (the effect display device 9 as the effect component, the various lamps as the effect component, and the speaker 27 as the effect component) is executed according to the data 1 and the movable member control data 1) (step S8311). Thereafter, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) (step S8312).
  When it is determined that neither big hit nor small hit is made (N in step S8305), the effect control CPU 101 resets a predetermined flag (step S8313). For example, the effect control CPU 101 resets the first symbol variation designation command reception flag and the second symbol variation designation command reception flag. The effect control CPU 101 may reset the command reception flag immediately after being referred to in the effect control process or the fourth symbol process (for example, as shown in step S811 in FIG. 40, the variation pattern). The fluctuation pattern command reception flag may be reset immediately after confirming the command reception flag). However, for example, because the symbol variation designation command is referred to in both the effect control process and the fourth symbol process, as shown in this embodiment, the effect symbol variation stop process or the like at the end of the variation. It is desirable to reset at the end of the big hit or at the end of the big hit effect processing.
  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S8314).
  FIG. 51 is a flowchart showing the jackpot display process (step S804) in the effect control process. In the jackpot display process, the production control CPU 101 first checks whether or not the big winning opening open flag indicating that the special winning opening open designation command has been received is set (step S1901). When the big prize opening open flag is not set (N in step S1901), the effect control CPU 101 subtracts 1 from the value of the process timer (step S1902), and the effect device (effect display) Control of the device 9, the speaker 27, the LEDs 25, 28, etc.) is executed (step S1903). For example, the effect display device 9 displays a jackpot display symbol and performs an effect of displaying a character or character indicating that a jackpot has occurred.
  Next, the production control CPU 101 checks whether or not the process timer has timed out (step S1904), and if the process timer has timed out, switches the process data (step S1905). That is, the process data (display control execution data, lamp control execution data, and sound number data) set next in the process table is switched. Then, the process timer set value in the next process data is set in the process timer and the process timer is started (step S1906).
  When the big prize opening open flag is set (Y in step S1901), the production control CPU 101 resets the big prize opening open flag (step S1907) and selects process data corresponding to the production during the round. (Step S1908). Then, the process timer is started (step S1909), and the value of the effect control process flag is set to a value corresponding to the mid-round processing (step S805) (step S1910).
  It should be noted that, in addition to the process for displaying a big hit, a process for displaying a small hit is provided. In the case of a small hit, for example, a predetermined period (a big prize opening is opened twice for 0.1 seconds) Sufficient time (for example, 0.5 seconds) may be produced in the same manner as in the case of sudden big hit.
  In addition, in the case of a small hit or sudden probability variation big hit, the production control CPU 101 does not execute the production based on reception of the small hit / sudden probability sudden change big hit start designation command. Based on the reception of the fluctuation pattern command, an effect that suggests a small hit or suddenly probable big hit may be executed for a predetermined period. In this case, the CPU 101 for effect control switches the process data for performing an effect that suggests a small hit or a sudden probability change big hit every process time, and performs the effect according to the switched process data.
  FIG. 52 is a flowchart showing the jackpot end effect process (step S807) in the effect control process. In the big hit end effect process, the effect control CPU 101 first subtracts one effect period measurement timer for measuring the effect period of the ending effect (step S880). And it is confirmed whether the production period measurement timer after subtraction has timed out (step S881). The effect period measurement timer is set based on the confirmation of reception of the ending command, for example, during the round process (see step S805).
  If the production period measurement timer has not timed out (N in step S881), the production control CPU 101 subtracts 1 from the value of the process timer (step S882). In addition, the CPU 101 for effect control is based on the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, movable member control data 1), and the effect device (the effect display device 9 as an effect part). Then, the control of various lamps as a production component and the speaker 27 as a production component is executed (step S883). For example, an effect of displaying that the big hit ends or displaying a predetermined character or the like is executed.
  Next, when the process timer has not timed out (N in step S884), the effect control CPU 101 ends the process. When the process timer times out (Y in step S884), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S885). Further, the production control CPU 101 starts a process timer (step S886).
  If the effect period measurement timer has timed out (Y in step S881), the effect control CPU 101 resets a predetermined flag (step S888). For example, the effect control CPU 101 resets command reception flags such as a first symbol variation designation command reception flag and a second symbol variation designation command reception flag.
  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S889).
  Next, a specific example of the repeated hitting notice effect will be described. FIG. 53 is an explanatory diagram showing an effect mode when execution of a continuous hitting notice effect is started, and shows an example of an effect screen displayed on the effect display device 9. In the present embodiment, the continuous hitting notice effect is started after the reach state is established (after D00). As shown in D01, the repeated hitting notice effect is executed as a battle effect in a mode in which the teammate character 1200 and the enemy character 1300 perform a battle. This is an effect in which the display result is lost if the game is a big hit and defeated.
  After a predetermined time from the display of the screen of D01, a gauge image 1000 is displayed together with a message “Win if the gauge reaches 100% by repeated button hits!” (D02). As a result, the player grasps that the gauge display rises by hitting the push button 120 repeatedly, and that the possibility of a big hit is high when the gauge display rises to 100%. Further, after the screen of D02 is displayed, the characters “READY” are displayed above the gauge image 1000 to prompt the player to prepare for repeated hits (D03). After that, along with the display of “GO!”, A continuous hit suggestion image 1100 made up of a message “Please hit repeatedly!” And an image simulating the push button 120 is displayed above the gauge image 1000 (D04). The player is urged to hit repeatedly by the hitting suggestion image 1100. Then, the display of the gauge image 1100 is updated according to the number of consecutive hits (D05, steps S8122 and S813).
  In the period during which the screens D01 to D03 are displayed, as shown in FIG. 50, neither the production end timer nor the continuous hitting valid flag is set, and both are set at the timing when D04 is displayed. (Steps S8111 and S8112).
  FIG. 54 is an explanatory diagram showing an effect mode when the big hit continuous hitting notice effect A is executed. As shown in D10 to D13, the continuous hit counter value is updated by the continuous hitting of the push button 120, and the gauge display is updated accordingly (steps S8122 and S8123). In this example, as the production end timer decreases to 9, 8, 7, 6, the continuous hit counter value increases to 4, 8, 12, 16, and the gauge display is approximately proportional to the continuous hit counter value. It has risen to 20%, 40%, 60% and 80%. Then, when the effect end timer is 5 seconds remaining, the consecutive hit counter value has reached the threshold value of 20 (D14). At this time, YES is determined in step S8124, and YES is also determined in step S8140. Therefore, the continuous hitting effective flag is reset (step S8141), and the displayed continuous hitting suggestion image 1100 is deleted. Since the effect end timer remains for 2 seconds or longer (YES in step S8143), the special effect execution flag is set (step S8144), and the victory effect is executed as the special effect.
  The victory effect shown in D15 is executed for the remaining time of the effect end timer (in this case, 5 seconds). In this victory effect, a gauge image 1000 updated to 100% (gauge image 1000 at the time when the consecutive hitting effective flag is reset) is displayed, and an image in which the teammate character 1200 has won the enemy character 1300 is displayed. Further, below the gauge image 1000, a character “complete victory!” For notifying that the battle has been won is also displayed. Then, after the victory effect ends (after the effect end timer times out), the big hit symbol (in this example, “777”) is stopped and displayed (D16).
  FIG. 55 is an explanatory diagram showing an example of an effect mode when the off-time repeated hitting notice effect A is executed. As shown in D20 to D22, the continuous hit counter value is updated by the continuous hitting of the push button 120, and the gauge display is updated accordingly (steps S8122 and S8123). In this example, the rate at which the player repeatedly hits the push button 120 is slow, and as the performance end timer decreases to 9,..., 2, the continuous hit counter value increases only gradually to 1, 2,. Not done. In addition, the gauge display increases to 0%, 0%, and 40% according to the repeated hit counter value.
  Here, as shown in D22, the countdown timer is set (step S8127), the countdown execution flag is set (step S8128), and the countdown image 1500 is displayed when the production end timer is 2 seconds remaining. Is done. Note that when the production end timer becomes 2 seconds remaining, the consecutive hit counter value is 8, and thus the threshold value has not been reached (NO in step S8124). Then, as shown in D22 to D24, the countdown image 1500 is updated in accordance with the subtraction of the countdown timer, and the remaining time of the period in which continuous hitting is effective, such as the remaining 2 seconds, 1 second, and 0 seconds, is notified. A countdown effect is performed. In this example, the countdown timer value matches the remaining time of the effect end timer as shown in “when the counter hit counter value is less than the threshold value” in FIG. 50, and the effect is produced as the countdown timer value becomes 0. The end timer is also zero. Then, after the time-out of the production end timer, the off symbol (in this example, “767”) is stopped and displayed (D25).
  FIG. 56 is an explanatory diagram showing another example of the effect mode when the off-time repeated hitting notice effect A is executed. As shown in D30 to D31, the continuous hit counter value is updated by the continuous hit of the push button 120, and the gauge display is also updated accordingly (steps S8122 and S8123). In this example, as the production end timer decreases to 9, 8, the continuous hit counter value increases at a high pace of 8, 16, and the gauge display is 40% and 80% approximately proportional to the continuous hit counter value. It is rising at a high pace. When the production end timer is 8 seconds remaining, the continuous hit counter value has reached 16 as a threshold value (D31). At this time, YES is determined in step S8124, NO is determined in step S8140, and NO is determined in step S8150. Therefore, the countdown timer is set (step S8151), the countdown execution flag is set (step S8152), and the rest A countdown image 1500 indicating 2 seconds is displayed.
  Then, as shown in D31 to D33, the countdown image 1500 is updated in accordance with the subtraction of the countdown timer, and the remaining time of the period in which continuous hitting is effective, such as the remaining 2 seconds, 1 second, and 0 seconds, is notified. A countdown effect is performed. In this example, as shown in “when the counter hit counter value is equal to or greater than the threshold value” in FIG. 50, when the countdown timer value and the remaining time of the production end timer do not match and the countdown timer value becomes 0, The remaining time of the production end timer is 6 seconds (D33). In this example, even after the counter hit counter value becomes equal to or greater than the threshold value, the counter hit counter value increases because the counter hit is continued during the countdown effect execution (D31 to D33). However, since the threshold has already been reached when the countdown effect is started, the gauge display is not updated and remains at 80%.
  In this example, when the countdown timer value becomes 0 (YES in step S811), the remaining time of the effect end timer is 2 seconds or more (YES in step S8134), so as shown in D34, the notice of repeated strikes at the time of losing A defeat effect which is a special effect corresponding to the effect A is executed (steps S8135 and S8136).
  In this defeat effect, the gauge image 1000 at the time when the continuous hitting effective flag is reset is displayed. Further, the value obtained by dividing the repeated hit counter value (32 in this example) at the time when the repeated hit valid flag is reset by the elapsed time of the production end timer (10-6 = 4 seconds in this example) is used as the number of repeated hits per second. Calculation is performed (in this example, 8 consecutive hits / second), and ranking is performed based on the number of consecutive hits per second. As shown in D34, the ranking result is displayed above the gauge image 1000 as the repeated hitting result 2000 together with the calculated number of hits per second. For example, if the number of continuous hits per second is 7 consecutive hits / second or more, it is ranked as a master class, if it is 5 consecutive hits / second or higher, it is classified as advanced, and if it is more than 3 consecutive hits / second, it is ranked intermediate. Furthermore, when the number of continuous hits per second is 5 consecutive hits / second or more (ranking is intermediate or higher), the two-dimensional code 2100 is displayed beside the continuous hit result 2000. A player accesses a predetermined homepage by photographing the two-dimensional code 2100 with a communication terminal having a photographing function such as a mobile phone with a camera, for example, a standby image of a character appearing in the pachinko gaming machine 1 or the like Can be downloaded.
  Further, in the defeat effect, a character of “Sorry!” Notifying that the battle has been defeated is also displayed below the gauge image 1000. Then, after the defeat effect is ended (after the effect end timer times out), the off symbol (in this example, “767”) is stopped and displayed (D35). Thus, regardless of the remaining time of the effect end timer, the countdown effect is started (steps S8151, S8152) on condition that the consecutive hit counter value is equal to or greater than the threshold value (YES in step S8124). Then, when the countdown effect is in the final stage (display of countdown image 1500 indicating “0 seconds remaining”), the consecutive hit suggestion image 1100 is erased (processing in step S8132) and the defeat effect of D34 is executed. To do.
  As described above, when the player repeatedly hits the push button 120 according to the display of the consecutive hit suggestion image 110, the countdown effect is started regardless of the remaining time of the effect end timer when the consecutive hit counter value reaches the threshold value ( D31). This countdown effect is in the final stage (“remaining 0”) before the time-out of the effect end timer (D33), the suggestion of repeated hits to the player is stopped, and the player stops the continuous hits. That is, it is possible to prevent the player from reducing the willingness to repeatedly hit the push button 120 when the repeated hitting notice effect is executed, and the period of time when the gauge image 1000 is not updated any more is shortened. Prevents the fun of gaming.
  Further, in this embodiment, the countdown effect starts earlier as the player repeatedly hits the push button 120 faster. As a result, the remaining time of the effect end timer when the countdown effect ends can be secured for a long time, and as a result, there is an advantage that the execution time of the defeat effect can be secured for a long time. That is, the earlier the player hits repeatedly, the longer the execution time of the defeat effect can be secured, and it becomes possible to execute various effects. For example, in this embodiment, since the remaining time of the effect end timer is 6 seconds at the end of the countdown effect (D33), the time required to present the two-dimensional code 2100 and let the player shoot is secured. ing. Thus, the interest is improved by performing the special effect by effectively using the remaining time of the effect end timer when the countdown effect ends.
  Furthermore, in this embodiment, the higher the number of consecutive hits per second, the higher the rank, and the production mode is such that benefits such as the presentation of the two-dimensional code 2100 are obtained. In other words, an effect based on the number of consecutive hits (continuous hit counter value) during the period in which the consecutive hit effective flag is set (the period in which the consecutive hit suggestion image 1100 is displayed) is executed as a special effect. For this reason, the player's willingness to hit is increased, and the interest of the game is further improved.
  FIG. 57 is an explanatory diagram showing another example of the effect mode when the big hit continuous hitting notification effect B is executed. As shown in D40 to D42, the continuous hit counter value is updated by repeated hitting of the push button 120, and accordingly, the gauge display is also updated (steps S8122 and S8123). In this example, as the production end timer decreases to 9, 8, and 7, the continuous hit counter value increases to 7, 14, and 20, and the gauge display increases to 40%, 90%, and 99%. . When the production end timer is 7 seconds remaining, the continuous hit counter value has reached 20 as a threshold (D43). At this time, YES is determined in step S8124, NO is determined in step S8140, and NO is determined in step S8150. Therefore, the countdown timer is set (step S8151), the countdown execution flag is set (step S8152), and the rest A countdown image 1500 indicating 2 seconds is displayed.
  Then, as shown in D42 to D44, the countdown image 1500 is updated in accordance with the subtraction of the countdown timer, and the remaining time of the period in which continuous hitting is effective, such as the remaining 2 seconds, 1 second, and 0 seconds, is notified. A countdown effect is performed. In this example, as shown in “when the counter hit counter value is equal to or greater than the threshold value” in FIG. 50, when the countdown timer value and the remaining time of the production end timer do not match and the countdown timer value becomes 0, The remaining time of the production end timer is 5 seconds (D44). In this example, even after the counter hit counter value becomes equal to or greater than the threshold value, the counter hit counter value is increasing because the counter hit is continued while the countdown effect is being executed (D42 to D44). However, since the threshold has already been reached when the countdown effect is started, the gauge display is not updated and remains 99%.
  In this example, when the countdown timer value becomes 0 (YES in step S811), the remaining time of the effect end timer is 2 seconds or more (YES in step S8134), so that a big hit time is obtained as shown in D45 to D46. A reverse effect, which is a special effect corresponding to the repeated hit notice effect B, is executed (steps S8135 and S8136).
  In the reverse effect, the same effect as the defeat effect as shown in D45 is executed in the first half (for example, 3 seconds) of the remaining time of the effect end timer, and in the second half (for example, 2 seconds), as shown in D46. The ally character 1200 performs an effect of winning the enemy character 1300. First, in D45, the gauge image 1000 at the time when the continuous hitting effective flag is reset is displayed as in the defeat effect. Further, the value obtained by dividing the repeated hitting counter value (30 in this example) at the time when the repeated hitting effective flag is reset by the elapsed time of the effect end timer (10-5 = 5 seconds in this example) is used as the number of repeated hits per second. Calculation is performed (in this example, 6 consecutive hits / second), and ranking is performed based on the number of consecutive hits per second. As shown in D45, the ranking result is displayed above the gauge image 1000 as the repeated hit result 2000 together with the calculated number of hits per second. In this example, since the number of continuous hits per second is 6 consecutive hits / second, it is ranked high. Furthermore, since the number of consecutive hits per second is 5 or more hits / second (ranking is intermediate or higher), a two-dimensional code 2100 is also displayed.
  Furthermore, in the effect shown in D45, a character “sorry!” Is displayed below the gauge image 1000 to notify that the battle has been defeated (however, in the end, the player wins a reverse rotation). Thus, regardless of the remaining time of the effect end timer, the countdown effect is started (steps S8151, S8152) on condition that the consecutive hit counter value is equal to or greater than the threshold value (YES in step S8124). Then, when the countdown effect is in the final stage (display of countdown image 1500 indicating “remaining 0 seconds”), the consecutive hit suggestion image 1100 is erased (processing according to step S8132), and the effect of D45 is executed. .
  After the screen shown in D45 is displayed for a predetermined time (for example, 3 seconds), the screen shown in D46 is displayed for a predetermined time (for example, 2 seconds). On the screen shown in D46, an image in which the teammate character 1200 has won the enemy character 1300 is displayed. The player is notified of the occurrence of the big hit by the screen shown in D46. In this way, after the effect in the same manner as the defeat effect is once executed, the effect that the teammate character 1200 eventually wins can be executed, thereby making the effect surprising. Even if the player repeatedly hits the game, the gauge does not become 100%, and the player does not immediately become discouraged, but expects the possibility of a reversal effect. Thus, by providing a reverse effect as a special effect, it is possible to diversify the effect and improve the interest of the game.
  Further, in this embodiment, the countdown effect starts earlier as the player repeatedly hits the push button 120 faster. As a result, the remaining time of the effect end timer when the countdown effect ends can be secured for a long time, and as a result, an effect with a plurality of effects (D45 and D46) substantially as in the above-described reverse effect. It is also possible to execute. Thus, the interest is improved by performing the special effect by effectively using the remaining time of the effect end timer when the countdown effect ends.
  Note that the jackpot symbol (in this example, “777”) is stopped and displayed after the production end timer times out (D47).
[Modification]
Finally, a modification of the present invention will be illustrated.
  In the above embodiment, an example in which the gaming machine is a pachinko gaming machine has been described. However, the gaming machine is not limited to this, and may be another gaming machine such as a slot machine.
  In the above embodiment, the operation unit is the push button 120 and the example in which the number of operations is counted based on the push operation of the push button 120 has been described. However, the operation unit is the trigger button 121 of the stick controller 122. Yes, the number of operations may be counted based on the trigger button 121 being pressed. Further, the number of operations may be counted based on the stick controller 122 being tilted in the front-rear direction or the left-right direction. Further, for example, when the gaming machine includes an operation means such as a jog dial that can be rotated, the number of operations may be counted based on the operation of the jog dial or the like being rotated.
  In the above embodiment, the example in which the continuous hitting notice effect is started after the reach is established has been described. However, the present invention is not limited to this, and the repeated hitting notice effect may be started before the reach is established.
  In the embodiment described above, an example is described in which, when a big hit occurs, the gauge display reaches the final stage (100%) by repeated hitting (in the case of loss, the gauge display does not reach the final stage even if hit repeatedly). However, the present invention is not limited to this, and when a pseudo-run occurs, the gauge display reaches the final stage (100%) by repeated hitting (if the pseudo-run does not occur, the gauge display reaches the final stage even if hit repeatedly. Do not). In this way, the continuous hitting notice effect for notifying whether or not a pseudo-ream will occur may be executed before the reach is established, or may be executed after the reach is established. Further, when reach occurs, the gauge display may reach the final stage (100%) by repeated hitting (if reach does not occur, the gauge display does not reach the final stage even if hit repeatedly).
  In addition, for example, in the big hit gaming state when it is determined that the probability variation big hit, the first half (for example, up to 7R) round production in common with the normal big hit production is performed, and in the second half (after 8R), the repeated hitting notice effect is executed. The gauge display may reach the final stage (100%) by repeated hitting (normally, the gauge display does not reach the final stage even if hit repeatedly). In addition, when there are a plurality of jackpot rounds such as 7R and 15R, for example, in the jackpot gaming state when 15R jackpot is determined, the performance during the round up to 6R is shared with the 7R jackpot performance, and during the round of 7R In the production, the gauge display reaches the final stage (100%) due to the continuous hitting notice effect (when the 7R big hit is determined, the gauge display does not reach the final stage even if it is hit repeatedly) You may do it.
  If the gaming machine is a slot machine, if a special role win occurs (the game will be shifted to a gaming state advantageous to the player such as a regular bonus or a big bonus from the next game) The display may reach the final stage (100%) (if no special role winning occurs, the gauge display does not reach the final stage even if repeated hits are made).
  In the above-described embodiment, the example in which the gauge image 1000 is displayed and the gauge display is updated according to the repeated hit counter value has been described. However, the present invention is not limited to this. May be displayed, and the remaining number may be updated according to the counter hit counter value. For example, as the counter hit counter value increases by 1, 2,..., The remaining number of enemy characters decreases such as “95 remaining bodies” and “90 remaining bodies”. When a big hit occurs, it is possible to update the remaining number of enemy characters to 0 (“0 remaining”), and in the event of a loss, the remaining number of enemy characters is not updated to 0 ( It is better to make it up to “the remaining one”.
  Further, the display information update mode such as the gauge image is not limited to the percentage increase of the gauge capacity as in the present embodiment, but may be the swing or discoloration of the target image itself. It may be an update mode such as increasing or the color approaches red.
  In the above-described embodiment, the example in which the countdown effect is an effect of notifying the remaining time in characters such as “2 seconds remaining”, “1 second remaining”, and “1 second remaining” has been described. The remaining time may be notified by. For example, this gauge may be EMPTY in a predetermined time (2 seconds) from the FULL state. Moreover, the effect which alert | reports remaining time with an audio | voice may be sufficient.
  In the above-described embodiment, the example in which the relationship between the counter hit counter value and the gauge display is determined in advance for each of the hit pre-announcement effects has been described. However, the present invention is not limited to this. ), The relationship between the counter value and the gauge display may be changed at random. For example, even when the same failure notice effect A for repeated hitting is executed, the gauge display rises in proportion to the number of consecutive hits and when the number of consecutive hits is small (for example, 90% when the number of consecutive hits is 5) If the number of consecutive hits increases, the gauge may not easily increase (for example, the number of consecutive hits reaches 95% at 20). Moreover, even when the same off-line continuous hitting notice effect A is executed, there may be both a case where the gauge display is updated only to 80% and a case where the gauge display is updated to 90%.
  In the above-described embodiment, the example in which the continuous hit result 2000 and the two-dimensional code 2100 are displayed as the special effect has been described. However, the present invention is not limited to this, and during the special effect, the teammate character 1200 changes the enemy character 1300 according to the repeated hit counter value. You may make it perform the production which attacks. For example, if the counter hit counter value is 30 or more, an effect indicating that the teammate character 1200 is dominant may be executed.
  In the above embodiment, if the counter hit counter value is equal to or greater than the threshold value (YES in step S8124), at the timing when the countdown effect is the final stage (YES in step S8131), the consecutive hit effective flag is reset and the consecutive hit suggestion image 1100 is displayed. However, the present invention is not limited to this, and the consecutive hit suggestion image 1100 is not displayed on the effect display device 9 without being reset. Also good. That is, only the display that prompts the player to repeatedly hit may be deleted, and the consecutive hits performed by the player may be counted effectively.
  In the above-described embodiment, an example in which the player is prompted to repeatedly hit the push button 120 by displaying the repeated hit suggestion image 1100 including the characters “Let's hit repeatedly!” And an image simulating the push button 120 has been described. For example, by displaying only the gauge image 1000, the player can recognize that the player must make repeated hits during the display period of the gauge image 1000. Accordingly, the gauge image 1000 may be displayed at the timing when the continuous hitting effective flag is set, and the gauge image 1000 may not be displayed at the timing when the continuous hitting effective flag is reset, thereby prompting the player to hit continuously. .
  In the above embodiment, the production control board 80, the audio output board 70, and the lamp driver board 35 are provided as the boards on which the circuit for controlling the production apparatus is mounted. You may mount on one board | substrate. Further, a first effect control board (display control board) on which a circuit for controlling the effect display device 9 and the like is mounted and a circuit for controlling other effect devices (lamps, LEDs, speakers 27, etc.) are mounted. You may make it provide two board | substrates with two production | presentation control boards.
  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 3). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.
  In addition to the above, the device configuration of the pachinko gaming machine 1, the data configuration, the processing shown in the flowchart, and the various display operations including the display operation of the effect image in the display area of the effect display device 9 depart from the spirit of the present invention. Changes and modifications can be made arbitrarily without departing from the scope. In addition, the gaming machine of the present invention is not limited to a payout type gaming machine that pays out a predetermined number of prize balls in response to detection of a winning ball, but responds to detection of a winning ball by enclosing the gaming ball. It can also be applied to enclosed game machines that give points.
  The present invention is preferably applied to a gaming machine such as a pachinko gaming machine in which a player can play a predetermined game.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display device 8b 2nd special symbol display device 9 Production display device 13 1st starting winning port 14 2nd starting winning port 18c Total holding memory display part 20 Special variable winning ball device 31 Game control board (Main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU
109 VDP
120 push button

Claims (1)

  1. A gaming machine in which a player can play a predetermined game,
    Operation means that can be operated by the player;
    Counting means for counting the number of operations of the operating means within a predetermined period;
    An operation effect execution means for executing an operation effect that prompts the operation of the operation means with the start of the predetermined period;
    Update means for updating the display information related to the number of operations stepwise according to the number of operations counted by the counting means;
    A notification effect executing means for starting a notification effect for recognizing the remaining period until the predetermined period ends at a predetermined timing before the end of the predetermined period;
    Determining means for determining whether or not to establish a specific condition relating to the game,
    When the determination means determines that the specific condition is satisfied, the update means allows the display information to be updated to the final stage, while the determination means determines that the specific condition is not satisfied. When this is done, the display information is not updated until the final stage,
    When it is determined by the determining means that a specific condition is not satisfied, the notification effect is generated when the display information is not updated until a specific stage before the final stage at a specific timing before the predetermined period ends. The notification effect by the execution means is started, the operation effect by the operation effect execution means is ended with the end of the predetermined period,
    When it is determined that the specific condition is not established by the determining means, the notification effect by the notification effect executing means is started when the display information is updated to a specific stage before the specific timing. The game effect is characterized in that the operation effect by the operation effect execution means is terminated when the notification effect is in a state indicating that there is no remaining period before the end of the predetermined period.
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Cited By (21)

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JP2015093047A (en) * 2013-11-12 2015-05-18 京楽産業.株式会社 Game machine
JP2015116229A (en) * 2013-12-16 2015-06-25 株式会社平和 Game machine
JP2016097247A (en) * 2014-11-26 2016-05-30 株式会社三共 Game machine
CN105916047A (en) * 2016-05-17 2016-08-31 武汉斗鱼网络科技有限公司 Game operating method and device based on bullet screen control
CN105933785A (en) * 2016-05-23 2016-09-07 武汉斗鱼网络科技有限公司 Method and device for controlling game operation direction with live commenting
CN105959815A (en) * 2016-06-23 2016-09-21 武汉斗鱼网络科技有限公司 Bullet screen based game control balancing method and device
JP2016174924A (en) * 2016-04-27 2016-10-06 サミー株式会社 Pachinko game machine
JP2016187721A (en) * 2016-08-10 2016-11-04 京楽産業.株式会社 Game machine
JP2017018270A (en) * 2015-07-09 2017-01-26 豊丸産業株式会社 Game machine
JP2017023840A (en) * 2016-11-08 2017-02-02 京楽産業.株式会社 Game machine
JP2017051529A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2017051527A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2017051528A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2017127787A (en) * 2017-05-09 2017-07-27 京楽産業.株式会社 Game machine
JP2018079075A (en) * 2016-11-16 2018-05-24 京楽産業.株式会社 Game machine
JP2018079074A (en) * 2016-11-16 2018-05-24 京楽産業.株式会社 Game machine
JP2018140070A (en) * 2017-02-28 2018-09-13 株式会社三共 Game machine
JP2018175323A (en) * 2017-04-12 2018-11-15 株式会社三共 Game machine
JP2018183365A (en) * 2017-04-25 2018-11-22 株式会社三共 Game machine
JP2018187265A (en) * 2017-05-11 2018-11-29 株式会社三共 Game machine
CN109996124A (en) * 2019-03-19 2019-07-09 北京奇艺世纪科技有限公司 A kind of barrage processing method, system and storage medium

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JP2017093958A (en) * 2015-11-27 2017-06-01 京楽産業.株式会社 Game machine
JP2017093953A (en) * 2015-11-27 2017-06-01 京楽産業.株式会社 Game machine

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Cited By (21)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015093047A (en) * 2013-11-12 2015-05-18 京楽産業.株式会社 Game machine
JP2015116229A (en) * 2013-12-16 2015-06-25 株式会社平和 Game machine
JP2016097247A (en) * 2014-11-26 2016-05-30 株式会社三共 Game machine
JP2017018270A (en) * 2015-07-09 2017-01-26 豊丸産業株式会社 Game machine
JP2017051528A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2017051527A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2017051529A (en) * 2015-09-11 2017-03-16 株式会社三共 Game machine
JP2016174924A (en) * 2016-04-27 2016-10-06 サミー株式会社 Pachinko game machine
CN105916047A (en) * 2016-05-17 2016-08-31 武汉斗鱼网络科技有限公司 Game operating method and device based on bullet screen control
CN105933785A (en) * 2016-05-23 2016-09-07 武汉斗鱼网络科技有限公司 Method and device for controlling game operation direction with live commenting
CN105959815A (en) * 2016-06-23 2016-09-21 武汉斗鱼网络科技有限公司 Bullet screen based game control balancing method and device
JP2016187721A (en) * 2016-08-10 2016-11-04 京楽産業.株式会社 Game machine
JP2017023840A (en) * 2016-11-08 2017-02-02 京楽産業.株式会社 Game machine
JP2018079074A (en) * 2016-11-16 2018-05-24 京楽産業.株式会社 Game machine
JP2018079075A (en) * 2016-11-16 2018-05-24 京楽産業.株式会社 Game machine
JP2018140070A (en) * 2017-02-28 2018-09-13 株式会社三共 Game machine
JP2018175323A (en) * 2017-04-12 2018-11-15 株式会社三共 Game machine
JP2018183365A (en) * 2017-04-25 2018-11-22 株式会社三共 Game machine
JP2017127787A (en) * 2017-05-09 2017-07-27 京楽産業.株式会社 Game machine
JP2018187265A (en) * 2017-05-11 2018-11-29 株式会社三共 Game machine
CN109996124A (en) * 2019-03-19 2019-07-09 北京奇艺世纪科技有限公司 A kind of barrage processing method, system and storage medium

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