JP2014230999A - Game machine - Google Patents

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JP2014230999A
JP2014230999A JP2014169951A JP2014169951A JP2014230999A JP 2014230999 A JP2014230999 A JP 2014230999A JP 2014169951 A JP2014169951 A JP 2014169951A JP 2014169951 A JP2014169951 A JP 2014169951A JP 2014230999 A JP2014230999 A JP 2014230999A
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effect
variable display
big hit
special
display
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JP2014169951A
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小倉 敏男
Toshio Ogura
敏男 小倉
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株式会社三共
Sankyo Co Ltd
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Abstract

An object of the present invention is to improve game entertainment until a display result of prefetched identification information is derived and displayed. When there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise”, a prefetch effect that causes a weak character to appear is executed at a high rate. A battle effect is performed in which a friendly character fights against a weak character and wins. On the other hand, if there is no pre-reading result in which the special figure display result is “big hit” and the big hit type is other than “surprise”, the pre-reading effect causing a strong character to appear is executed at a high rate, and after that Then, a battle effect is performed in which the teammate character fights against a strong character and loses. [Selection] Figure 48

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine. Specifically, the first variable display means for variably displaying the first identification information and deriving and displaying the display result or the display result of variably displaying the second identification information. The present invention relates to a gaming machine that controls a specific gaming state advantageous to a player when a specific display result is derived and displayed on second variable display means for deriving and displaying.
  As a gaming machine, when a game medium such as a game ball is launched into a game area by a launching device, and the game medium wins a prize area such as a prize opening provided in the game area, a prize game medium such as a predetermined number of prize balls is obtained. Some are paid out to players. Furthermore, a variable display device is provided that can variably display identification information (also referred to as “variation”) when a game medium wins in a predetermined winning area (start condition is established), and the variable display device variably displays identification information. When the display result is a specific display result (big hit symbol), there is a configuration that can be controlled to a specific gaming state (big hit gaming state) advantageous to the player.
  As such a gaming machine, there has been proposed one that reads a random determination random number stored in a special symbol holding number memory during a big hit and determines whether or not there is a big hit (pre-reading). (For example, refer to Patent Document 1).
JP 2005-230117 A
  However, in the case of the pre-reading during the big hit like the gaming machine described in Patent Document 1, it is assumed that there is a big hit in the special symbol holding number memory. As a result, there is a problem that the player is not interested in the process up to the big hit. In particular, in the case of changing the display of the hold memory, there is a problem that the user is not interested in the fluctuations other than the displayed hold memory.
  This invention is made | formed in view of the said actual condition, and aims at providing the gaming machine which can improve a game entertainment interest.
  In order to achieve the above object, the gaming machine according to the first aspect of the present application provides a first variable display means (for example, the first special symbol display device 4A) that variably displays the first identification information and derives and displays the display result. Alternatively, it is advantageous for the player when the specific display result is derived and displayed on the second variable display means (for example, the second special symbol display device 4B, etc.) for variably displaying the second identification information and deriving and displaying the display result. A gaming machine (for example, a pachinko gaming machine 1 or the like) that is controlled to a specific gaming state (for example, a big hit gaming state), wherein the first variable information is variably displayed in the first variable display means and the second variable display means is (2) Effect variable display means (for example, image display device 5) that performs variable display of effect identification information (for example, decorative symbols) corresponding to variable display of identification information, and control of the progress of the game A game control means, and an effect control means for effect control based on a signal transmitted from the game control means. The game control means satisfies a start condition (for example, the determination of Yes in step S231). A holding storage means for storing each of the variable display of the first identification information that has not been established) and the variable display of the second identification information for which the start condition is not satisfied as a hold storage (for example, hold data). (For example, the first special figure reservation storage unit 151A and the second special figure reservation storage unit 151B) and variable display pattern determination means (for example, the CPU 103 performs the variation pattern setting process in step S111) for determining the variable display pattern of the effect identification information. And the variable display pattern determined by the variable display pattern determination means can be specified. Variable display pattern transmission means for transmitting to the effect control means as a game signal, specific game state transmission means for transmitting a signal relating to the specific game state in response to control to the specific game state, and the variable display Prior to determination by the pattern determining means, determination means for determining whether or not to be controlled to the specific gaming state based on the hold storage stored in the hold storage means, and the determination result of the determination means can be specified Determination signal transmitting means for transmitting to the effect control means as a determination signal, the effect control means based on the variable display pattern signal transmitted from the variable display pattern transmitting means Variable display executing means for executing variable display (for example, the step after the effect control CPU 120 executes the decorative symbol variation setting process in step S161). A determination result storage means for storing the determination result of the determination means specified by the determination signal transmitted from the determination signal transmission means, and the determination signal. Based on the determination signal transmitted from the transmitting means, the first notice effect can be executed before the variable display start condition of the first identification information or the second identification information as the determination target is satisfied. First notice effect executing means and second notice effect executing means capable of executing a second notice effect suggesting that a hold memory determined to be controlled to the specific gaming state is stored in the hold memory means. And when the second notice effect execution means receives a signal related to the specific game state transmitted from the specific game state transmission means, the determination result storage means specifies the specific game state. Based on storing the fixed result, the second notice effect is executed, and the first notice effect execution means holds at least a variable display of the first identification information during the control of the specific gaming state. Execution of the first notice effect for the target is prohibited.
  In order to achieve the above object, a gaming machine according to the second aspect of the present application uses a first start area provided in the game area (for example, a first start winning opening formed by the normal winning ball device 6A) as a game medium ( For example, a plurality of first types that can be identified based on the establishment of a start condition that permits the start of variable display (for example, a determination of Yes in step S231) after the passage of a game ball or the like. A first variable display means (for example, the first special symbol display device 4A) for variably displaying the identification information and displaying the display result, and a second starting area (for example, the normal variable winning ball device 6B) provided in the game area Based on the establishment of a start condition that allows the start of variable display after the game medium has passed (eg, the second start winning opening to be formed) (for example, the determination of Yes in step S231). A second variable display means (for example, the second special symbol display device 4B, etc.) for performing variable display of a plurality of types of second identification information that can identify each of them and deriving and displaying the display result, When the result is derived and displayed as the display result of the first identification information or the second identification information, a gaming machine (for example, pachinko gaming machine 1 or the like) that controls to a specific gaming state (for example, a big hit gaming state) advantageous to the player In addition, variable display of presentation identification information (for example, decorative symbols) corresponding to variable display of the first identification information on the first variable display means and variable display of the second identification information on the second variable display means is performed. When the game medium passes through the variable display means for performing (for example, the image display device 5) and the first start area or the second start area, the specific game state is controlled. A game medium serving as an extraction means for extracting a random number for determining a specific gaming state for determining whether or not, and a random number for determining variable display for determining a variable display pattern of identification information for presentation; For each of the variable display in which the start condition is not satisfied even though it has passed and the variable display in which the start condition is not satisfied even though the game medium has passed through the second start area, the extracting means A hold for storing the extracted random number for determining the specific gaming state and the random number for determining the variable display (for example, the random number MR3 for determining the variation pattern type) as a hold storage (for example, the hold data) up to a predetermined upper limit. Based on the storage means (for example, the first special figure reservation storage unit 151A and the second special figure reservation storage unit 151B) and the start condition is satisfied, the specific gaming state determination disorder Predetermining means (for example, the part where the CPU 103 executes the special symbol normal processing in step S110) for determining whether to control to the specific gaming state using a number before derivation display of the display result, and the predetermination A determination result of the means, a holding storage number stored in the holding storage means when the start condition is satisfied, a value of the variable display determination random number extracted by the extraction means, and a plurality of types of variable display patterns Based on the corresponding determination value (for example, the variation pattern type determination tables 132A to 132D), variable display pattern determination means (for example, the CPU 103 executes the variation pattern setting process in step S111) for determining the variable display pattern of the identification information for presentation. Based on the determination result of the variable display pattern determination means, and variable display of the production identification information Variable display execution means to be executed (for example, a portion that executes the decorative symbol variation setting process in step S162 after the effect control CPU 120 executes the decorative symbol variation setting process in step S161), and before the determination by the variable display pattern determination unit Whether to control to the specific gaming state based on the value of the specific gaming state determination random number extracted by the extracting means when the game medium passes through the first starting region or the second starting region. And determining the variable display pattern of the identification information for presentation based on the value of the random number for determining the variable display extracted by the extracting means and the determination value corresponding to the plurality of types of variable display patterns. Start determination means for determining whether or not a specific variable display pattern of a plurality of types of variable display patterns is obtained, and the start determination means Therefore, when it is determined to control to the specific gaming state or when it is determined to be the specific variable display pattern, the variable display start condition of the first identification information or the second identification information as the determination target is satisfied. Timing determining means for determining at which timing of the plurality of types of previous timings the specific effect is executed, and specific effect executing means capable of executing the specific effect based on the determination result of the timing determining means And at least a part of the determination value corresponding to the specific variable display pattern is the same determination value (for example, regardless of the number of reserved memories stored by the reserved storage means when the start condition is satisfied) Determination values corresponding to non-specific variable display patterns that are different from the specific variable display pattern are A different determination value is set according to the number of reserved memories stored by the reserved storage means when the start condition is satisfied, and the non-specific variable display pattern is a variable display pattern in which a reach state is not established, and the specific variable A variable display pattern for shortening the variable display time from the start of variable display of the identification information for presentation compared to the display pattern until the display result is derived and displayed; and the variable display pattern determination means includes the start condition When the shortening condition is satisfied based on the number of the stored storage stored by the holding storage unit when the shortening condition is satisfied, the variable display pattern for shortening is compared with the case where the shortening condition is not satisfied. A variable display pattern is determined using a determination value in which a large number of corresponding determination values are set, and the start determination means is the variable display determination extracted by the extraction means. It is determined whether or not the specific variable display pattern is obtained by determining whether or not the value of the random number for use matches the same determination value. When the timing is determined to be the first timing, the specific effect is executed in the same manner as when the timing is determined to be the second timing different from the first timing.
  In order to achieve the above object, a gaming machine according to the third aspect of the present application provides a predetermined start area provided in the game area (for example, the first start winning opening formed by the normal winning ball apparatus 6A and the normal variable winning ball apparatus). After the game medium (for example, a game ball) passes through the second start prize opening formed by 6B, etc., a start condition permitting the start of variable display is satisfied (for example, Yes is determined in step S231, etc.) ), Variable display means (for example, the image display device 5) for variably displaying a plurality of types of identification information (for example, decorative symbols) that can be identified and deriving and displaying the display results is provided. When a specific display result (for example, a decisive decorative symbol of a jackpot combination) is derived and displayed as the display result of the identification information, a specific gaming state (for example, a big hit game) that is advantageous to the player The right to perform variable display on the variable display means when the game medium passes through the predetermined starting area (for example, hold data, etc.) ) As storage results (for example, the first special figure reservation storage unit 151A and the second special figure reservation storage unit 151B) and one right stored in the reservation storage unit as a display result of the identification information Predetermining means for deciding whether or not to display and display the specific display result (for example, the part where the CPU 103 executes the special symbol normal process in step S110, or the effect control CPU 120 executes the prefetch result determination process in step S579. Part) and variable display control means for controlling the variable display of the identification information based on the one right based on the determination result by the prior determination means For example, the effect control CPU 120 executes the decorative symbol variation setting process in step S161 and then executes the decorative symbol variation processing in step S162), and after the end of the specific gaming state until the end of the specific gaming state. In a variable display executed based on a holding right that is one or a plurality of rights stored in the holding storage means, a specific effect executing means for executing a specific effect different from the normal effect executed in the normal variable display ( For example, the part for which the production control CPU 120 executes the process of step S565) and the result of determination by the pre-determining means for the reservation right (for example, presence / absence of reserved data whose special figure display result is “big hit”, Hold number associated with hold data for which the figure display result is "big hit", hold for which the big hit type is "probable change" Presence / absence of data, number of rounds played in jackpot game state, presence / absence of pending data with special figure display result “Lose” and fluctuation pattern of super reach fluctuation pattern, presence / absence of reserved data with special figure display result “big hit” Etc.) based on a plurality of types of effect modes including a first effect mode (for example, a pre-read effect pattern of pre-read effect A) and a second effect mode (for example, a pre-read effect pattern of pre-read effect C). Pre-reading effect determining means for determining which of the pre-reading effects is to be executed (for example, the part where the CPU 120 for effect control executes the process of step S789) and the variable display executed based on the holding right. Before the start, the pre-reading effect executing means (for example, the effect control CPU 120 executes the pre-reading effect of the effect mode determined by the pre-reading effect determining means) is executed. S583, S615, S618, S636, S638, S641, etc.) and any of a plurality of types based on the pre-reading effect mode determined by the pre-reading effect determining means. Specific effect determining means for determining the specific effect (for example, the portion where the CPU 120 for effect control executes the battle effect setting process in step S554), and the specific effect determining means is executed by the pre-read effect executing means. When the pre-reading effect of the first effect mode is executed, the first specific effect (for example, battle effects BP1-1, BP1-2, BP2-) corresponding to the first effect mode among the plurality of types of specific effects. 1, BP2-2,... BP8-1, and BP8-2 battle effect patterns, etc.), while the pre-read effect of the second effect mode was executed In this case, a second specific effect (for example, battle effects BP1-5, BP1-6, BP2-5, BP2-6,... BP8-5, and BP8) corresponding to the second effect mode and different from the first specific effect. -6 battle effect pattern or the like) is determined (for example, the effect control CPU 120 executes the process of step S779).
  According to the above gaming machine, the pre-reading effect determining unit is configured to determine the pre-reading effect of a plurality of types of effect modes including the first effect mode and the second effect mode based on the determination result by the prior determination unit regarding the holding right. Decide which one to run. And in response to the determination result by the pre-reading effect determining means, when the pre-reading effect of the first effect mode is executed, the first specific effect corresponding to the first effect mode in the variable display based on the reserved right. On the other hand, when the pre-reading effect of the second effect mode is executed, the second specific effect corresponding to the second effect mode is executed in the variable display based on the holding right. Thereby, the determination result by the pre-reading effect determining means can be easily reflected in the specific effect, and the variable display based on the holding right can be digested while maintaining the expectation of the pre-reading effect.
  In the gaming machine, when the pre-reading effect determining means includes a specific right that is a right determined to be derived and displayed by the prior determining means in the reservation right, When the pre-reading effect of one effect mode is determined with a higher probability than the pre-reading effect of the second effect mode, when the specific right is not included in the reserved right, the pre-reading effect of the second effect mode Is determined with a higher probability (including 100%) than the pre-reading effect of the first effect mode (for example, the effect control CPU 120 executes the process of step S789, etc.).
  According to the above gaming machine, when the reserved right includes the specific right, the pre-reading effect of the first effect mode is determined with a higher probability than the pre-reading effect of the second effect mode, and is specified as the hold right. When the right is not included, the prefetch effect of the second effect mode is determined with a higher probability than the prefetch effect of the first effect mode. Thereby, the variable display based on the holding right can be executed corresponding to the determination result by the pre-reading effect determining means, so that the player can recognize the pre-reading effect and the specific effect as a series of effects. .
  In the gaming machine, the holding storage unit stores the right to perform variable display on the variable display unit when the game medium passes through the predetermined start area so that the execution order of the variable display can be specified. (For example, the CPU 103 executes the processing of steps S206 and S217, etc.), and the pre-reading effect determining means is a right determined to derive and display the specific display result by the pre-deciding means for the reservation right. When the specific right is included, in the variable display based on the reserved right, when the execution order of the variable display based on the specific right is earlier than a predetermined order, the pre-reading effect of the first effect mode is the second effect. In the variable display based on the reserved right, while the execution order of the variable display based on the specific right is later than the predetermined rank, The prefetch effect of the effect mode is determined with a higher probability than the prefetch effect of the first effect mode (for example, the CPU 120 for effect control executes the process of step S789), and the specific effect determining means When the pre-reading effect of the first effect mode is executed by the effect execution means, the first specific effect with a short execution period is determined corresponding to the first effect mode, while the second effect mode is ahead When the reading effect is executed, the second specific effect having a long execution period is determined corresponding to the second effect mode (for example, the effect control CPU 120 executes the process of step S789 and the like).
According to the above gaming machine, the pre-reading effect determining means, when the reserved right includes the specific right, in the variable display based on the reserved right, if the execution order of the variable display based on the specific right is earlier than the predetermined order While the pre-reading effect of the first effect mode is determined with a higher probability than the pre-reading effect of the second effect mode, in the variable display based on the holding right, the execution order of the variable display based on the specific right is higher than the predetermined order. If it is late, the pre-reading effect of the second effect mode is determined with a higher probability than the pre-reading effect of the first effect mode. And when the pre-reading effect of a 1st effect mode is performed based on the determination result by a pre-reading effect determination means, while performing the 1st specific effect with a short execution period, the tip of a 2nd effect mode When the reading effect is executed, the second specific effect having a long execution period is executed. As a result, in the variable display based on the holding right, the specific effect can be executed so that the specific effect is satisfied until the specific display result is derived and displayed.
In the above gaming machine, when the reserved right includes the specific right, the pre-reading effect in the first effect mode is determined with a higher probability than the pre-reading effect in the second effect mode, and the specific right is included in the reservation right. If not included, when the pre-reading effect of the second effect mode is determined with a higher probability than the pre-reading effect of the first effect mode, the execution order of the variable display based on the specific right is earlier than the predetermined order. It is possible to execute the pre-reading effect of the first effect mode with a higher probability of the variable display based on the specific right being executed with a higher probability than the pre-reading effect of the second effect mode than when it is late. Note that when the execution order of the variable display based on the specific right is slower than the predetermined order, the pre-reading effect of the first effect form having a higher expectation that the variable display based on the specific right is executed is earlier than when the execution order is early. You may make it perform with a probability higher than the pre-reading production | presentation of a 2nd production aspect.
  In the gaming machine, the pre-reading effect executing means continuously executes the pre-reading effect until variable display based on the holding right is started (for example, the CPU 120 for effect control executes the process of step S638 and the like). To do).
  According to the above gaming machine, the prefetching effect executing means continuously executes the prefetching effect until the variable display based on the holding right is started. Can be sustained.
  In the above gaming machine, when variable display based on one right stored in the holding storage means is started, the one right is stored and extracted (for example, a random value MR3 for determining a variation pattern type) and the like The identification information is determined using a determination table (for example, variation pattern type determination tables 132A to 132D) in which determination values are assigned to a plurality of types of variable display patterns in accordance with the number of rights in the reserved storage means. Variable display pattern determining means for determining the variable display pattern (for example, the portion where the CPU 103 executes the variation pattern setting process of step S111), and the variable display control means is determined by the variable display pattern determining means. Execution of variable display of the identification information based on the one right according to the variable display pattern (For example, the effect control CPU 120 executes the decorative symbol variation setting process of step S162 after executing the decorative symbol variation setting process of step S161), and the pre-reading effect determining means determines the above-mentioned thing for the one right. When it is determined by the pre-deciding means that the specific display result is derived and displayed, and the variable display pattern deciding means is not decided to derive and display the specific display result on the pre-deciding means for the one right When the specific variable display pattern is determined by the above, the prefetch effect of the first effect mode is determined with a higher probability than the prefetch effect of the second effect mode (for example, the effect control CPU 120 performs the process of step S789). In the determination table, a determination value assigned to the specific variable display pattern (for example, determination value 23) is executed. ˜251 etc.) is common regardless of the number of rights in the reserved storage means, while at least part of the decision values assigned to variable display patterns other than the specific variable display pattern Depends on the number of rights.
  According to the above gaming machine, the variable display pattern can be adjusted according to the number of rights by assigning a different decision value according to the number of rights to the variable display pattern. By assigning a common decision value to a specific variable display pattern regardless of the number of rights, the pre-reading effect executing means performs the pre-reading effect of the first effect mode as the second effect regardless of the number of rights. It can be executed with a higher probability than the pre-reading effect of the aspect. Thereby, even if the number of rights at the time of prefetching and the number of rights at the start of variable display are not the same, variable display of identification information can be executed according to a specific variable display pattern.
  In the gaming machine, the variable display means starts after the game medium passes through a first starting area (for example, a first starting winning opening formed by the normal winning ball apparatus 6A) of the predetermined starting areas. First variable display means (for example, the first special symbol display device 4A) for variably displaying the first identification information of the identification information and deriving and displaying the display result based on the establishment of the condition, and the predetermined The starting condition is satisfied after the game medium passes through a second starting area different from the first starting area (for example, the second starting winning opening formed by the normally variable winning ball apparatus 6B). On the basis of this, the variable display of the second identification information different from the first identification information among the identification information is performed with priority over the variable display of the first identification information by the first variable display means. Derived results A second variable display means for displaying (for example, a second special symbol display device 4B, etc.), a first state that is difficult for a player who does not pass or does not pass through the second starting area, and a game medium Variable start winning means (for example, a normal variable winning ball device 6B) that changes to a second state that is advantageous for a player who is likely to pass, and after the end of the specific gaming state, the variable start winning means is the second state. A high open state control means (for example, a portion where the CPU 103 executes the normal electric accessory actuating process of step S144) for controlling to a high open state where the frequency of the state becomes high, and the prefetch effect execution means The pre-reading effect for the one right stored in the holding storage means is prohibited when a game medium passes through the first start area during the control to the specific gaming state ( The effect control for CPU120 In painting, in the control to the jackpot gaming state, to skip the step S781 and subsequent processing).
  According to the above gaming machine, during the control of the specific gaming state, the pre-reading effect for one right stored in the holding storage means is not executed when the gaming medium passes through the first starting area. For this reason, one right is stored in the reserved storage means by passing the game medium to the second start area and storing in the reserved storage means the right to perform variable display of the second identification information that is preferentially executed. Can be prevented.
  In the gaming machine, the variable display means starts after the game medium passes through a first starting area (for example, a first starting winning opening formed by the normal winning ball apparatus 6A) of the predetermined starting areas. First variable display means (for example, the first special symbol display device 4A) for variably displaying the first identification information of the identification information and deriving and displaying the display result based on the establishment of the condition, and the predetermined The starting condition is satisfied after the game medium passes through a second starting area different from the first starting area (for example, the second starting winning opening formed by the normally variable winning ball apparatus 6B). On the basis of this, the variable display of the second identification information different from the first identification information among the identification information is performed with priority over the variable display of the first identification information by the first variable display means. Derived results A second variable display means for displaying (for example, a second special symbol display device 4B, etc.), a first state that is difficult for a player who does not pass or does not pass through the second starting area, and a game medium Variable start winning means (for example, a normal variable winning ball device 6B) that changes to a second state that is advantageous for a player who is likely to pass, and after the end of the specific gaming state, the variable start winning means is the second state. A high open state control means (for example, a portion where the CPU 103 executes the normal electric accessory actuating process of step S144) for controlling to a high open state where the frequency of the state becomes high, and the prefetch effect execution means The pre-reading effect for the one right stored in the holding storage means is prohibited when the game medium passes through the first starting area during the control in the high open state (example) Field effect control CPU120 during controlled probability variation state and the time-shortening conditions, skips step S781 and subsequent steps).
  According to the gaming machine, during the control in the high open state, the pre-reading effect for one right stored in the holding storage means is not executed when the game medium passes through the first start area. For this reason, one right is stored in the reserved storage means by passing the game medium to the second start area and storing in the reserved storage means the right to perform variable display of the second identification information that is preferentially executed. Can be prevented.
It is a front view of the pachinko gaming machine in this embodiment. It is a block diagram which shows the various control boards etc. which were mounted in the pachinko game machine. It is explanatory drawing which shows various chance eyes. It is a figure which illustrates various characters. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which illustrates the random number value counted by the side of a main board | substrate. It is a figure which illustrates a fluctuation pattern. It is a figure which illustrates a variation pattern classification. It is a figure which shows the structural example of a special figure display result determination table. It is a figure which shows the structural example of a big hit classification determination table. It is a figure which shows the structural example of a variation pattern classification determination table. It is a figure which shows the structural example of a fluctuation pattern determination table. It is a block diagram which shows the structural example of the data holding area for game control. It is explanatory drawing which illustrates the random number value counted by the side of an effect control board. It is a figure which shows the structural example of a battle production pattern determination table. It is a figure which shows the structural example of the prefetch effect pattern determination table. It is a figure which shows the structural example of the prefetch effect execution period determination table. It is a figure which shows the structural example of a battle production control pattern table. FIG. 38 is a block diagram illustrating a configuration example of an effect control data holding area. It is a block diagram which shows the structural example of a prefetch result notification command reception buffer. It is a flowchart which shows an example of the timer interruption process for game control. It is a flowchart which shows an example of a special symbol process process. It is a flowchart which shows an example of a start winning determination process. It is explanatory drawing which shows an example of a fluctuation pattern common range. It is a flowchart which shows an example of a special symbol normal process. It is a flowchart which shows an example of a special symbol normal process. It is a flowchart which shows an example of a fluctuation pattern setting process. It is a flowchart which shows an example of a special symbol stop process. It is the flowchart etc. which show an example of a big hit end process. It is a flowchart which shows an example of a normal symbol process process. It is a flowchart which shows an example of the process at the time of gate passage. It is a flowchart which shows an example of production control main processing. It is a flowchart which shows an example of a command process at the time of a start winning prize. It is a flowchart which shows an example of production control process processing. It is a flowchart which shows an example of a decoration design fluctuation | variation setting process. It is a flowchart which shows an example of a final stop symbol determination process. It is a flowchart which shows an example of the production setting process during variable display. It is a flowchart which shows an example of a battle effect setting process. It is a figure which shows the example of a setting of a battle production control pattern. It is a flowchart which shows an example of a process during decoration design change. It is a flowchart which shows an example of the process at the time of a decoration symbol change completion. It is a flowchart which shows an example of a prefetch result determination process. It is a figure which shows the example of a setting of an effect pattern designation | designated buffer and a pre-reading effect execution period designation | designated buffer. It is a flowchart which shows an example of the effect process during jackpot control. It is a flowchart which shows an example of an ending effect process. It is a flowchart which shows an example of an ending effect process. It is a figure which shows the example of a display operation in an image display apparatus. It is a figure which shows the example of a display operation in an image display apparatus.
  Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment and shows an arrangement layout of main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a gaming board (gauge board) 2 constituting a gaming board surface and a gaming machine frame (base frame) 3 for supporting and fixing the gaming board 2. The game board 2 is formed with a substantially circular game area surrounded by guide rails. In this game area, a game ball as a game medium is launched from a predetermined hitting ball launching device and driven.
  A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions of the game board 2 (in the example shown in FIG. 1, on the right side of the game area). Each of the first special symbol display device 4A and the second special symbol display device 4B is composed of, for example, 7-segment or dot matrix LEDs (light emitting diodes). Special symbols (also referred to as “special graphics”), which are a plurality of types of identification information (special identification information) that can be displayed, are variably displayed (variable display). For example, the first special symbol display device 4A and the second special symbol display device 4B each variably display a plurality of types of special symbols composed of numbers indicating "0" to "9", symbols indicating "-", and the like. To do. The special symbols displayed on the first special symbol display device 4A and the second special symbol display device 4B are composed of numbers indicating "0" to "9", symbols indicating "-", and the like. There is no limitation, and for example, a plurality of types of lighting patterns in which the combination of the LED to be turned on and the LED to be turned off in the 7-segment LED may be set in advance as a plurality of types of special symbols. A plurality of special symbols are assigned symbol numbers corresponding thereto. As an example, symbol numbers “0” to “9” are assigned to numbers indicating “0” to “9”, and symbol numbers “10” are assigned to symbols indicating “−”. Just do it. Hereinafter, the special symbol variably displayed by the first special symbol display device 4A is also referred to as "first special symbol", and the special symbol variably displayed by the second special symbol display device 4B is also referred to as "second special symbol". .
  Both the first special symbol display device 4A and the second special symbol display device 4B are formed, for example, in a square shape. Note that the type of the first special figure and the type of the second special figure may be the same (for example, a number indicating “0” to “9” and a symbol indicating “−”), and the type may be different. May be different. Further, each of the first special symbol display device 4A and the second special symbol display device 4B may be configured to variably display numbers (or two-digit symbols) indicating, for example, “00” to “99”. .
  An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or the like, and forms a display area for displaying various effect images. In the display area of the image display device 5, the first special symbol variable display by the first special symbol display device 4A and the second special symbol variable display by the second special symbol display device 4B in the special symbol game respectively correspond to the variable display. For example, in a decorative symbol display area serving as a variable display section divided into a plurality of parts such as three, decorative symbols which are a plurality of types of identification information (decorative identification information) each identifiable are variably displayed. This variable display of decorative designs is also included in the variable display game.
  As an example, “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R are arranged in the display area of the image display device 5. In response to the start of either the first special symbol change by the first special symbol display device 4A or the second special symbol change by the second special symbol display device 4B in the special game, ”,“ Middle ”, and“ right ”decorative symbol display areas 5L, 5C, and 5R, the variation of decorative symbols (for example, vertical scroll display) is started. Thereafter, when the fixed special symbol is stopped and displayed as a variable display result in the special symbol game, the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5 are displayed. Then, the finalized decorative symbol (final stop symbol) that is the variable display result of the decorative symbol is stopped and displayed. The “left”, “middle”, and “right” decorative symbol display areas are movable within the display area of the image display device 5 so that the decorative symbols can be displayed in a reduced or enlarged manner. May be. As described above, in the display area of the image display device 5, the special game using the first special symbol by the first special symbol display device 4A or the special special game using the second special symbol by the second special symbol display device 4B. In synchronization with the figure game, a variable display of a plurality of types of decorative patterns that can be identified is performed, and a fixed decorative pattern that is a variable display result is derived and displayed. Deriving and displaying the display result means that identification information such as a decorative symbol is stopped and displayed (also referred to as a complete stop display or a final stop display) and the variable display is ended.
  In the image display device 5, as the display areas to be the decorative symbol display areas 5L, 5C, and 5R, three areas may be provided so that they can be bonded or separated, or can be bonded and separated. . The display operation in the image display device 5 is controlled by the effect control CPU 120 mounted on the effect control board 12 shown in FIG. When the first special symbol display device 4A is executing variable display of the first special diagram, the effect control CPU 120 causes the image display device 5 to perform effect display along with the variable display, and the second special symbol is displayed. When the variable display of the second special figure is executed on the display device 4B, the effect display is executed on the image display device 5 along with the variable display, so that the progress of the game can be easily grasped.
  The decorative symbols variably displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R include, for example, eight types of symbols (alphanumeric characters “1” to “8” or Chinese Numbers “1” to “8”, English letters “A” to “H”, eight character images related to a predetermined motif, a combination of numbers, characters or symbols and character images, etc. For example, it may be a decoration image showing a person, an animal, an object other than these, a symbol such as a character, or any other figure. In addition to these eight types of decorative symbols, a blank symbol (a symbol that does not constitute a jackpot combination) may be included. A corresponding symbol number is assigned to each of the decorative symbols. For example, symbol numbers “1” to “8” are assigned to alphanumeric characters indicating “1” to “8”, respectively. Note that the number of decorative symbols is not limited to eight, and may be any number as long as an appropriate number of combinations such as a jackpot combination or a combination that is lost can be configured (for example, seven types or nine types).
  During the change of the decorative symbol, in the decorative symbol display areas 5L, 5C, and 5R of the “left”, “middle”, and “right”, for example, from the smallest to the largest symbol number, sequentially from the top to the bottom. When the scrolling display is performed and the decorative symbol having the largest symbol number (for example, “8”) is displayed, the decorative symbol having the smallest symbol number (for example, “1”) is subsequently displayed. Alternatively, in at least one of the decorative symbol display areas 5L, 5C, and 5R (for example, the “left” decorative symbol display area 5L), the symbols are scrolled from the largest symbol number to the smallest symbol symbol. When the decorative design having the smallest number is displayed, the decorative design having the largest design number may be displayed.
  In the display area of the image display device 5, a start winning storage display area 5H is arranged. In the start winning memory display area 5H, a hold memory display for displaying the variable display hold number (special figure hold memory number) in an identifiable manner is performed. Here, the holding of the variable display occurs when a game ball enters (starts winning) the first start winning opening formed by the normal winning ball apparatus 6A and the second starting winning opening formed by the ordinary variable winning ball apparatus 6B. To do. That is, the start condition (also referred to as “execution condition”) for executing a variable display game such as a special figure game or a variable display of decorative symbols has been established, but a variable display game based on the previously established start condition is being executed. When the start condition for starting the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, the variable display corresponding to the established start condition is suspended. Done.
  As an example, the start winning storage display area 5H is provided with a plurality of display parts whose display colors are changed from left to right in order from the variable display game in which the start condition is established based on the occurrence of the start winning. Yes. When the start condition (first start condition) of the special figure game using the first special figure in the first special symbol display device 4A is established based on the game ball entering the first start winning opening, the One of the display parts that are displayed (transparent color) (for example, the leftmost display part among the non-displayed display parts) is changed to blue display. Further, when a special ball game start condition (second start condition) using the second special figure in the second special symbol display device 4B is established based on the game ball entering the second start winning opening, it is normally not One of the displayed display parts is changed to a red display. Thereafter, when one of the start condition (first start condition) of the special figure game using the first special figure and the start condition (second start condition) of the special figure game using the second special figure is established, for example, The display at the leftmost display part is removed and the display at each display part is moved leftward one by one. At this time, one of the display parts that have changed to blue display or red display (for example, the display part at the right end of the display part whose display color has changed) returns to non-display. Here, in this embodiment, when performing the hold memory display, the number of special figure hold memories based on the establishment of the variable display game start condition can be specified, but the start condition is the first start condition. When it is not possible to specify whether the condition is the second start condition, the display mode of the special figure reserved memory number is changed to a predetermined display mode, for example, by changing the number of display parts corresponding to the special figure reserved memory number to gray. change.
  In the start winning memory display area 5H, a number indicating the special figure reserved memory number may be displayed so that the player or the like can recognize the special figure reserved memory number. In addition to the start winning memory display area 5H or in place of the start winning memory display area 5H, a display for displaying the number of special figure reserved memories may be provided. In the example shown in FIG. 1, together with the start winning memory display area 5H, the first hold for displaying the special figure hold memory number in an identifiable manner on the upper part of the first special symbol display device 4A and the second special symbol display device 4B. A display 25A and a second hold indicator LED 25B are provided. The first hold indicator 25A displays the first hold memory number as the effective start winning ball number that has entered the first start winning port formed by the normal winning ball device 6A so as to be specified. The second hold indicator 25B displays the second hold memory number as the effective start winning ball number that has entered the second start winning port formed by the normal variable winning ball device 6B in an identifiable manner. Each of the first hold indicator 25A and the second hold indicator 25B has, for example, a number (for example, four) of LEDs corresponding to an upper limit value (for example, “4”) in each of the first reserved memory number and the second reserved memory number. It is comprised including.
  Below the image display device 5, an ordinary winning ball device 6A and an ordinary variable winning ball device 6B are provided. The normal winning ball device 6A forms a first start winning opening that is always kept in a certain open state by a predetermined ball receiving member, for example. The normal variable winning ball apparatus 6B has an electric motor having a pair of movable wing pieces that are changed into a normal open state as a vertical position and an expanded open state as a tilt position by a solenoid 81 for a normal electric accessory shown in FIG. A tulip-shaped accessory (ordinary electric accessory) is provided to form a second start winning opening. As an example, in the ordinary variable winning ball apparatus 6B, the movable wing piece is in the vertical position when the solenoid 81 for the ordinary electric accessory is in the off state, so that it is difficult for the game ball to enter the second start winning opening. Normally open. On the other hand, in the normal variable winning ball apparatus 6B, the game ball enters the second start winning opening by tilt control in which the movable blade piece is tilted when the solenoid 81 for the normal electric accessory is in the on state. Easy to open and open. In the normal variable winning ball apparatus 6B, although the game ball can enter the second start winning opening even in the normal open state, there is a possibility that the game ball may enter more than in the expanded open state. You may comprise so that it may become low. Alternatively, the normally variable winning ball apparatus 6B may be configured so that the game ball does not enter the second starting winning opening in the normally open state, for example, by closing the second starting winning opening.
  A game ball that has entered the first start winning opening formed in the normal winning ball apparatus 6A is detected by, for example, a first start opening switch 22A shown in FIG. A game ball that has entered the second start winning opening formed in the normal variable winning ball apparatus 6B is detected by, for example, a second start opening switch 22B shown in FIG. Based on the detection of the game ball by the first start port switch 22A, a predetermined number (for example, three) of game balls are paid out as prize balls, and the first reserved memory number is set to a predetermined upper limit value (for example, “4”). ) If the following, the first start condition is satisfied. Based on the detection of the game ball by the second start port switch 22B, a predetermined number (for example, three) of game balls are paid out as prize balls, and the second reserved memory number is set to a predetermined upper limit value (for example, “4”). ) If so, the second start condition is satisfied. The number of prize balls to be paid out based on the detection of the game ball by the first start port switch 22A and the number of prize balls to be paid out based on the detection of the game ball by the second start port switch 22B. May be the same number or different numbers.
  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the normal variable winning ball device 6B. The special variable winning ball apparatus 7 includes a large winning opening door that is opened and closed by a solenoid 82 for the large winning opening door shown in FIG. 2, and changes into an open state and a closed state by the large winning opening door. Forming a mouth. As an example, in the special variable winning ball apparatus 7, when the solenoid 82 for the special prize opening door is in the off state, the special prize opening door closes the special prize opening. On the other hand, in the special variable winning ball apparatus 7, when the solenoid 82 for the big prize opening door is in the ON state, the big prize opening door opens the big winning opening. The game ball that has entered the special winning opening formed in the special variable winning ball apparatus 7 is detected by, for example, the count switch 23 shown in FIG. Based on the detection of game balls by the count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls.
  Thus, although the first start condition and the second start condition are satisfied, the special game started first is being executed, and the pachinko gaming machine 1 is controlled to the big hit gaming state or the small hit gaming state. Due to this, when the start condition for starting the special figure game is not satisfied, the variable display is suspended. For example, if the first start condition for starting the special figure game using the first special figure based on the establishment of the first start condition is not satisfied when the first start condition is satisfied, the first hold memory The number is incremented by 1 (incremented), and execution of the special figure game using the first special figure is suspended. If the second start condition for starting the special figure game using the second special figure based on the establishment of the second start condition is not satisfied when the second start condition is satisfied, the second holding memory is stored. The number is incremented by 1 and the execution of the special figure game using the second special figure is suspended. On the other hand, when the execution of the special figure game using the first special figure is started, the first reserved memory number is decremented by 1 (decrement), and the execution of the special figure game using the second special figure is started. When this is done, the second reserved memory number is decremented by 1 (decremented). The added value of the first reserved memory number and the second reserved memory number may be the total reserved memory number or the special figure reserved memory number.
  A normal symbol display 20 is provided at a predetermined position of the game board 2 (on the left side of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is composed of 7 segments, dot matrix LEDs, and the like, like the first special symbol display device 4A and the second special symbol display device 4B, and a plurality of types of identification information different from the special symbols. Is displayed (variably displayed) in a variable manner. Such variable display of normal symbols is called a general game (also referred to as “normal game”). The normal symbol display 20 variably displays, for example, a plurality of types of normal symbols composed of numbers indicating “0” to “9”, symbols indicating “−”, and the like. A plurality of types of normal symbols are assigned symbol numbers corresponding thereto. As an example, symbol numbers “0” to “9” are assigned to numbers indicating “0” to “9”, and symbol numbers “10” are assigned to symbols indicating “−”. Just do it. The normal symbol display 20 is not limited to the one that variably displays the numbers indicating “0” to “9” or the symbols indicating “−” as normal symbols. For example, “O” and “X” are displayed. Ordinary symbols are variably displayed by alternately lighting the decorative lamps (or LEDs) to be displayed, or by lighting a plurality of decorative lamps (or LEDs) such as “left”, “middle”, and “right” in a predetermined order. It may be a thing. Above the normal symbol display 20, a universal figure holding display 25 </ b> C is provided. The general-purpose hold indicator 25C includes, for example, four LEDs, and displays the general-purpose hold storage number as the number of effective passing balls that have passed through the passing gate 41.
  In addition to the above-described configuration, the surface of the game board 2 is provided with a windmill for changing the flow direction and speed of the game ball and a number of obstacle nails. In addition, as a winning opening different from the first starting winning opening, the second starting winning opening, and the large winning opening, for example, one or a plurality of general winning openings that are always kept open by a predetermined ball receiving member are provided. May be. In this case, a predetermined number (for example, 10) of game balls may be paid out as a prize ball based on the fact that a game ball that has entered one of the general prize openings is detected by a predetermined general prize ball switch. In the lowermost part of the game area, there is provided an out port through which game balls that have not entered any winning port are taken. Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the left and right upper positions of the gaming machine frame 3, and a game effect lamp 9 is provided at the periphery of the game area. A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7, etc.) in the game area of the pachinko gaming machine 1.
  At the lower right position of the gaming machine frame 3, there is provided a hitting operation handle (operation knob) operated by a player or the like to launch a game ball as a game medium toward the game area. For example, the hitting operation handle adjusts the resilience of the game ball according to the operation amount (rotation amount) by the player or the like. The hitting operation handle only needs to be provided with a single shot switch or a touch ring (touch sensor) for stopping the driving of a shooting motor included in the hitting ball shooting device. At a predetermined position of the gaming machine frame 3 below the gaming area, a game ball paid out as a prize ball or a game ball lent out by a predetermined ball lending machine is held (stored) so as to be supplied to a ball hitting device. ) Is provided. For example, an operation button 30 that can be operated by the player by a pressing operation or the like is provided at a predetermined position on the front side of the upper surface of the upper plate. The operation button 30 is a jog dial that can be pressed and rotated. The operation button 30 is not limited to a button that can be pressed or rotated, and may be a button that can be touched or pressed, such as a touch panel, or tilted like a lever-type switch. Operation may be possible. Further, instead of the operation button 30, a sensor that can detect a predetermined operation action by the player, such as an infrared sensor, a CCD sensor, or a CMOS sensor, may be used. In other words, the operation button 30 only needs to be configured so that a predetermined operation action by the player can be detected mechanically, electrically, or electromagnetically. The player's operation action performed on the operation button 30 is detected by the operation detection switch 31 shown in FIG.
  In the normal game with the normal symbol display 20, the normal symbol display 20 shows that the game ball that has passed through the passing gate 41 provided in the game area is detected by the gate switch 21 shown in FIG. After the general chart start condition for executing variable display is established, based on the fact that the general chart start condition for starting variable display of normal symbols, such as the end of the previous general chart game, is established, Be started. In this normal game, after the normal symbol change is started, when a predetermined time as the normal symbol change time elapses, the fixed normal symbol that is a variable display result of the normal symbol is stopped and displayed (derived display). At this time, if a specific normal symbol (a symbol per ordinary symbol), such as a number indicating “7”, is stopped and displayed as the fixed ordinary symbol, the variable symbol display result of the ordinary symbol becomes “per ordinary symbol”. On the other hand, if a normal symbol other than the symbol per symbol such as a number or symbol other than the number indicating “7” is stopped and displayed as the fixed ordinary symbol, the variable symbol display result of the normal symbol is “ordinary loss”. Become. Corresponding to the fact that the normal symbol variable display result is “per standard”, the expansion / release control (tilt control) is performed in which the movable tulip of the electric tulip constituting the normal variable winning ball apparatus 6B is tilted. The normal opening control is performed to return to the vertical position when a predetermined time has elapsed.
  The special game by the first special symbol display device 4A is caused by the fact that a game ball that has entered the first start winning port formed in the normal winning ball device 6A is detected by the first start port switch 22A shown in FIG. After the first start condition is satisfied, the process is started on the basis that the first start condition is satisfied, for example, due to the end of the previous special figure game or the big hit game state. In the special game by the second special symbol display device 4B, a game ball that has entered the second start winning port formed in the normal variable winning ball device 6B is detected by the second start port switch 22B shown in FIG. After the second start condition is satisfied by the above, it is started based on the fact that the second start condition is satisfied, for example, due to the end of the last special figure game or the big hit gaming state.
  In the special symbol game by the first special symbol display device 4A or the second special symbol display device 4B, after the special symbol variable display is started, the special symbol variable display result is obtained when a predetermined time as the special symbol variable time elapses. A definite special symbol (a special graph display result) is derived and displayed. At this time, if a specific special symbol (big hit symbol) is stopped and displayed as a confirmed special symbol, “big hit” is obtained as a specific display result, and if a special symbol other than the big hit symbol is stopped and displayed, “lost” is displayed. After the variable display result in the special figure game becomes “big hit”, it is controlled to the big hit gaming state as a specific gaming state in which a round game advantageous to the player (also simply referred to as “round”) is executed a predetermined number of times. . In the pachinko gaming machine 1 in this embodiment, as an example, the numbers indicating “1”, “3”, and “7” are big hit symbols, the numbers indicating “2” are small hit symbols, and “−” is shown. The symbol is a lost pattern. It should be noted that each symbol such as a big win symbol, a small bonus symbol, or a lose symbol in the special symbol game by the first special symbol display device 4A is different from each symbol in the special symbol game by the second special symbol display device 4B. Alternatively, a special symbol common to both special symbol games may be a big hit symbol, a small bonus symbol, or a lost symbol.
  In this embodiment, among the special symbols indicating the numbers “1”, “3”, and “7” that are jackpot symbols, the special symbols indicating the numbers “3” and “7” are 15 round jackpot symbols, A special symbol indicating the number “1” is a two-round jackpot symbol. In the big hit gaming state (15 round big hit state) as a multi-round specific gaming state controlled after the 15 round big hit symbol is stopped and displayed as a confirmed special symbol in the special figure game, the open / close plate of the special variable winning ball apparatus 7 is The special variable winning ball apparatus 7 is played by opening the large winning opening in a predetermined period (for example, 29 seconds) which is the first period or until a predetermined number (for example, 9) of winning balls are generated. A round game for changing to the first state advantageous to the player is executed. In this way, the opening and closing plate that opened the grand prize opening during the execution of the round game receives the game ball falling on the surface of the game board 2 and then closed the grand prize opening, thereby providing a special variable prize ball device. 7 is changed to the second state which is disadvantageous to the player, and one round game is completed. In the 15 round big hit state, the number of executions of the round game, which is the open cycle of the big winning opening, becomes the first round number (for example, “15”). A game in the 15 round big hit state in which the number of executions of the round game is “15” is also referred to as a 15-time open game. In such a 15 round big hit state, 15 balls are obtained each time a game ball wins a big winning opening. The 15 round round big hit state is also referred to as a first specific gaming state.
  In the big hit gaming state (two round big hit state) as a small round specific gaming state controlled after the two round big hit symbol is stopped and displayed as a confirmed special symbol in the special figure game, the special variable winning ball apparatus 7 is set in each round game. A period for changing to the first state advantageous to the player (a period in which the big winning opening is opened by the opening / closing plate) is a second period (for example, 0.5 seconds) shorter than the first period in the 15 round big hit state. Become. In the 2 round big hit state, the number of round games executed is the second round number (for example, “2”) smaller than the first round number in the 15 round big hit state. Note that in the 2 round big hit state, it is only necessary to control the number of executions of the round game to be the second round number, and other control may be performed in the same manner as the 15 round big hit state. A game in a two-round big hit state in which the number of executions of the round game is “2” is also referred to as a two-time open game. In a two-round big hit state, in a predetermined winning ball device provided separately from the special variable winning ball device 7 in each round game, by changing a predetermined winning port serving as a big winning port from a closed state to an open state, etc. Alternatively, the state may be changed from the second state that is disadvantageous to the player to the first state that is advantageous to the player, and then returned to the second state after a predetermined period (the first period or the second period) has elapsed.
  In such a two-round big win state, if a game ball wins a big winning opening, 15 balls will be obtained, but the opening period of the big winning opening is the second period (0.5 seconds) Short. Therefore, the two-round big hit state is a big hit gaming state in which a game is not substantially obtained. The 2 round big hit state is also referred to as a second specific gaming state. The big hit gaming state as the low round specific gaming state is not limited to the number of round games executed as compared to the big hit gaming state as the multiple round specific gaming state. While the specific gaming state and the multi-round specific gaming state are the same, in the small round specific gaming state, the upper limit period (for example, 2 seconds) for opening the big prize opening is the upper limit period (for example, the multi-round specific gaming state) 29 seconds). In other words, the big hit gaming state as the small round specific gaming state is that the period in which the big prize opening is changed to the open state in each round game is a second period shorter than the first period in the multi-round specific gaming state, The number of times the game is executed may be at least one of the second number of rounds less than the number of first rounds in the multi-round specific gaming state.
  Further, among the special symbols indicating the numbers “3” and “7” which are the big hit symbols of 15 rounds, the special symbol indicating the number “3” is stopped and displayed as the confirmed special symbol in the special game 15 After the round big hit state is over, as one of the special game states, time reduction control is performed in which the variable symbol variable display time (special figure change time) in the special figure game is shortened compared to the normal state Controlled. Here, the normal state is a normal game state as a game state different from a specific game state such as a big hit game state, a probability change state, and a short time state, and an initial setting state of the pachinko gaming machine 1 (for example, a system reset is performed). As in the case where the initialization process is performed after the power is turned on, the same control is performed. If the time-short state is terminated when any of the conditions of the special game is executed a predetermined number of times (for example, 100 times) and the variable display result is “big hit” is satisfied first, Good. Like the special symbol indicating the number “3”, the 15 round jackpot symbol that is controlled to the short-time state after the jackpot gaming state based on being stopped and displayed as the confirmed special symbol in the special symbol game is usually a big bonus It is called a symbol (also called “non-probable big hit symbol”). Further, the fact that the normal big hit symbol out of the 15 round big hit symbols is stopped and the variable display result becomes “big hit” is called “15R normal big hit” (also referred to as “15R non-probable big hit”).
  Out of the special symbols that indicate the numbers of “3” and “7” that will be the big hit symbol of 15 rounds, the special symbol that shows the number of “7” is stopped and displayed as a confirmed special symbol in the special figure game. After the status is over, or after the 2 round jackpot state has ended based on the special symbol showing the number “1” that will be the 2 round jackpot symbol being stopped and displayed as a confirmed special symbol in the special game, As one of the special gaming states different from the normal state, for example, the probability variation state (high probability state) in which the probability variation control (probability variation control) is continuously performed together with the time shortening control in which the special figure variation time is shortened compared to the normal state. To be controlled. In this probabilistic state, the variable display result of each special figure game and decorative design is improved so that the probability that the variable display result will be “big hit” and further controlled to the big hit gaming state will be higher than in the normal state and the short-time state. To do. Such a probability change state continues until the next variable display result becomes “big hit”, or until a predetermined number of times (for example, 8 times) a special game is executed. Like the special symbol indicating the number “7”, the 15-round jackpot symbol that is controlled to be probable after the jackpot game state based on being stopped and displayed as the confirmed special symbol in the special symbol game is It is called a symbol. Like the special symbol indicating the number “1”, the two-round big hit symbol controlled to the probable change state after the big hit gaming state based on being stopped and displayed as the confirmed special symbol in the special symbol game is a sudden big hit symbol. It is called. Further, the fact that the probability variable big hit symbol of the 15 round big hit symbols is stopped and displayed and the variable display result becomes “big hit” is called “15R probability big hit”. The fact that the sudden hit symbol is stopped and displayed and the variable display result is “big hit” is referred to as “surprise big hit” (also referred to as “2R probability variable big hit”). The 15 round jackpot symbols “3” and “7” and the 2 round jackpot symbol “1” are examples, and each jackpot symbol is not limited to these. For example, in order to prevent the player from recognizing the jackpot symbol or the type of jackpot, the jackpot symbol may not be a number but may be a predetermined symbol (for example, “co”).
  After the special symbol indicating the number “2” as the small hit symbol is stopped and displayed as the confirmed special symbol in the special symbol game, the small hit game state is controlled. In this small hit gaming state, a variable winning operation for changing the special variable winning ball apparatus 7 to the first state advantageous to the player is performed as in the two round big hit state. That is, in the small hit gaming state, for example, the operation of setting the special variable winning ball device 7 to the first state (open state) for the second period is repeatedly executed until the second number of times (the number of executions equal to the second round number) is reached. Is done. In the small hit gaming state, as in the two round big hit state, the period during which the special variable winning ball apparatus 7 is in the first state is the second period, and the number of executions of the operation in the first state is the second. Control may be performed so that at least one of the number of times is performed. After the small hit gaming state ends, the gaming state is not changed, and the game state before the variable display result becomes “small hit” is continuously controlled. However, if the number of executions of the special figure game in the special gaming state has reached a predetermined number when the special figure game with the variable display result of “small hit” is executed, after the end of the small hit gaming state, The special gaming state may end and return to the normal state. A game in the small hit gaming state in which the number of times that the special variable winning ball apparatus 7 is set to the first state by the variable winning operation is “2” is also referred to as a two-time open game, similar to the game in the two round big hit state. When the winning ball device provided separately from the special variable winning ball device 7 is changed to the first state in each round game in the two round big hit state, the same as in the two round big hit state even in the small hit game state In this manner, the winning ball apparatus may be changed to the first state.
  In the probabilistic state or the short time state, the normal symbol display unit 20 controls the normal symbol in the normal symbol game so that the variation time of the normal symbol (ordinary symbol variation time) is shorter than that in the normal state. Control for improving the probability that the display result is “per normal figure” than in the normal state, and tilt control of the movable blade piece in the normal variable winning ball apparatus 6B based on the fact that the variable display result is “per normal figure”. The second start condition is such that the game ball can easily enter the second start winning opening, such as a control to make the tilt control time for performing longer than that in the normal state and a control to increase the number of tilts than in the normal state. Control that is advantageous to the player is performed by increasing the possibility of establishment. It should be noted that any one of these controls may be performed in the probability variation state or the short time state, or a plurality of controls may be performed in combination. As described above, the control that facilitates the entry of the game ball into the second start winning opening in the probability changing state or the short-time state is also referred to as high opening control. By performing the high opening control, the frequency at which the second start winning opening becomes the expanded opening state is higher than when the high opening control is not performed. As a result, the second start condition for executing the special figure game using the second special figure by the second special symbol display device 4B is easily established, and the special figure game can be executed frequently. In addition, the time until the variable display result becomes “big hit” is shortened. Therefore, in the probability variation state and the short time state, it becomes easier to enter the big hit gaming state than in the normal state. The period during which the high opening control can be executed is also referred to as a high opening control period, and this period may be the same as the period during which the gaming state in the pachinko gaming machine 1 is controlled to either the certain change state or the short-time state. .
  In the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, a special symbol game using the first special symbol by the first special symbol display device 4A and In response to the start of one of the special symbol games using the second special symbol by the second special symbol display device 4B, the decorative symbol variable display is started. The period from the start of variable display of decorative symbols to the end of variable display due to the stop display of the fixed decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R Then, the variable display state of the decorative pattern may be a predetermined reach state. Here, the reach state means a decorative symbol (“reach variation symbol” which has not been stopped yet when the decorative symbol stopped and displayed in the display area of the image display device 5 forms part of the jackpot combination. Is also a display state in which the variation continues, or a display state in which all or part of the decorative symbols change synchronously while constituting all or part of the jackpot combination. Specifically, in some of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R (for example, “left” and “right” decorative symbol display areas 5L and 5R) in advance. The remaining decorative symbol display area (for example, “medium”) that has not yet been stopped when the decorative symbol (for example, the decorative symbol indicating the alphanumeric character “7”) that constitutes the determined jackpot combination is stopped. In the symbol display area 5C, etc., the decorative pattern is changing, or in all or part of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. This is a display state that changes in synchronization while constituting all or part of the combination.
  Further, in response to the reach state, the decorative pattern fluctuation speed is reduced, or a character image (an effect image simulating a person) different from the decorative pattern is displayed on the display screen of the image display device 5. Or changing the display mode of the background image, playing and displaying a moving image that is different from the decorative design, or changing the variation mode of the decorative design, performing a different rendering operation than before reaching the reach state May be. Such effect operations such as display of the character image, change of the display mode of the background image, reproduction display of the moving image, and change of the decorative pattern change mode are referred to as reach effect display (or simply reach effect). In the reach effect, not only the display operation in the image display device 5 but also the sound output operation by the speakers 8L and 8R, the lighting operation (flashing operation) in the light emitter such as the game effect lamp 9, and the like are in the reach state. An operation mode different from the previous operation mode may be included. As an effect operation in the reach effect, a plurality of types of effect patterns (also referred to as “reach patterns”) having different operation modes (reach modes) may be prepared in advance. Each reach mode has a different possibility of “big hit” (also referred to as “reliability” or “big hit reliability”). That is, it is possible to vary the possibility that the variable display result will be a “hit” depending on which of the multiple types of reach effects is executed. As an example, in this embodiment, reach modes such as normal reach, super reach α, and super reach β are preset. And, when the reach form of super reach such as super reach α and super reach β appears, the possibility that the variable display result will be “big hit” compared to the case where the reach form of normal reach appears (big hit reliability) Becomes higher.
  During the variable display of decorative designs, unlike the reach production, the decorative display variable display state may become the reach state and the variable display result may be a “hit”. There may be a case where a variable display effect for notifying the player is given by a variable display mode of the symbol or the like. In this embodiment, variable display effects such as “pseudo-continuous” and “slip” can be executed, and each effect operation is executed in response to a change pattern being determined on the main board 11 side. Or not is determined.
  In the “pseudo-ream” variable display effect, the variable display of the decorative symbol is started in response to one of the first start condition and the second start condition of the special figure game being satisfied once. Before the final determined decorative symbol is derived and displayed, the decorative symbols are temporarily stopped and displayed in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. The effect display in which the decorative symbols are changed again (pseudo-variable) in all the decorative symbol display areas 5L, 5C, and 5R can be performed a predetermined number of times (for example, up to three times). As an example, in the “pseudo-continuous” variable display effect, a special combination pseudo as shown in FIG. 3A is displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. A decorative symbol that is one of a plurality of types of lost combinations predetermined as the consecutive chances GC1 to GC8 is temporarily stopped and displayed. Here, the “left symbol” shown in FIG. 3A or the like is a decorative symbol displayed temporarily in the “left” decorative symbol display area 5L, and the “middle symbol” is a “middle” decorative symbol display area 5C. The “right symbol” is a decorative symbol displayed in the “right” decorative symbol display area 5R. In the temporary stop display, while the decorative symbol is stopped and displayed, it is stopped and displayed to the player by, for example, performing fluctuation display and changing the decorative symbol immediately after stopping for a short time. It is only necessary to notify that the decorative pattern is not fixed. Alternatively, in the temporary stop display, the decorative design may be re-fluctuated after the decorative design is stopped to the extent that the player recognizes that the decorative design that has been stopped is confirmed.
  In the “pseudo-continuous” variable display effect, the variable display result may be set so that the possibility that the variable display result becomes “big hit” increases as the number of pseudo-continuous changes (re-changes) increases. Thereby, the player can recognize that the specific effect of the “pseudo-ream” is performed by temporarily stopping display of any one of the pseudo-ream chances GC1 to GC8, and as the number of times of the pseudo-ream fluctuation increases. In addition, the expectation that the variable display result is “big hit” is enhanced. In this embodiment, in the variable display effect of “pseudo-continuous”, the first start condition or the second start condition is satisfied once by performing the pseudo-continuous change (re-change) once to three times. Based on this, it is possible to make it appear as if the variable display of the decorative symbols has been started 2 to 4 times in succession.
  When the “pseudo-continuous” variable display effect is executed, a re-change effect such as a related display effect is executed along with a plurality of variable displays including the initial change (pseudo-continuous change). Also good. As an example, during the period of each variation display (including the initial variation) by the variable display effect of “pseudo-continuous”, one that is lit among a plurality of decoration LEDs provided inside or outside the game area is 1 It may be controlled to increase one by one. Further, during the period of each variation display (including the first variation), the display color of the decoration LED may be controlled to change, or the lighting LED among the plurality of decoration LEDs changes. May be controlled. As another example, the movable member provided inside or outside the game area may be controlled to operate during each fluctuation display (including the first fluctuation) by the variable display effect of “pseudo-continuous”. . As yet another example, the image display device 5 is controlled to display a predetermined effect image such as a specific character image during the period of each change display (including the initial change) by the variable display effect of “pseudo-continuous”. May be. In addition to some or all of these re-variation effects, or instead of some or all of these re-variation effects, among the lighting and blinking of the decorative LED, the operation of the movable member, the display of the effect image, Control may be performed so as to execute a re-variation effect combining a part or all of them. At this time, a case where a re-variation effect combining a plurality of types of effect forms is included, or a case where a re-change effect is performed multiple times, compared to a case where a re-change effect is executed with only one type of effect form. When the production mode changes in, the possibility that the variable display result will be a “big hit” or the “15R probability variable big hit” may be increased.
  The production operation executed as the re-variation production may include any production operation such as sound output from the speakers 8L and 8R and lighting operation of other light emitters such as the game effect lamp 9. Also, for example, differences in the output of sound and sound effects from the speakers 8L and 8R, differences in the movement of the production target object (for example, a movable member, etc.) (difference in operating speed, difference in operating distance, difference in operating direction, etc.), image Depending on the movement of the character image displayed on the display device 5 (difference in movement speed, difference in movement distance, difference in movement direction, etc.) Instead of changing the character display or changing the display of the background image, the effect mode in the re-change effect may be made different. Further, in addition to the re-variation effect executed during the variation of the decorative symbol, for example, when the decorative symbol that is one of the pseudo consecutive chances GC1 to GC8 is temporarily stopped, for example, audio output from the speakers 8L, 8R, The player may be able to recognize that the chance eye has been temporarily stopped and displayed by an arbitrary production operation such as the lighting operation of the light emitter such as the effect lamp 9.
  In the variable display effect of “sliding”, two or more decorative symbol display areas are displayed after changing the decorative symbols in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. After temporarily displaying the decorative symbols in the decorative symbol display areas 5L, 5R (for example, “left” and “right”), a predetermined number (for example, “1” or “2”) decorative symbol display area (for example, one or both of the “left” decorative symbol display area 5L and the “right” decorative symbol display area 5R), and after changing the decorative symbol again, stop display. Thus, the effect display for changing the decorative design to be stopped is performed.
  In addition to “pseudo-ream” and “slip”, variable display effects using the variable display operation of such decorative patterns include, for example, “Development chance eyes”, “Development chance eyes end”, “Slip after chance eyes stop” Various production operations such as these may be executed. Here, in the variable display effect of “Development Opportunity”, “Left”, “Middle”, “Right” from the start of the variable display of the decorative pattern to the display of the fixed decorative pattern resulting in the variable display result. In all of the decorative symbol display areas 5L, 5C, and 5R, the decorative symbols constituting the development chances included in the predetermined special combination are temporarily stopped and displayed, and then the decorative symbol variable display state is reached. A predetermined reach production is started. As a result, when the decorative symbol constituting the development opportunity is temporarily stopped, the variable display state of the decorative symbol becomes the reach state, and the variable display result becomes “big hit” after the reach state is reached. , The player's expectation is enhanced. Further, in the variable display effect of “end of development chance”, after the decorative display variable display is started, the “left”, “middle”, and “right” decorative pattern display areas 5L, 5C, and 5R are all displayed. Then, an effect display is performed in which a decorative pattern having a predetermined combination as an opportunity for development is derived and displayed as a confirmed decorative pattern. In the variable display effect of “slip after the chance stop”, as with the variable display effect of “pseudo ream”, after the variable display of the decorative pattern is started, the fixed decorative pattern that is the variable display result is derived and displayed. , “Left”, “Middle”, “Right” decorative symbol display areas 5L, 5C, and 5R are temporarily stopped temporarily for the decorative combination (special combination) that is one of the pseudo consecutive chances GC1 to GC8. After the display, unlike the variable display effect of “pseudo-continuous”, the effect display that changes the decorative symbol to be stopped by changing the decorative symbol again in a part of the decorative symbol display areas 5L, 5C, and 5R. Is done.
  Unlike variable reach effects such as reach effects or “pseudo-ream” or “slip” during decorative display of decorative symbols, for example, displaying effect images such as predetermined character images and message images. Notifying the player that the decorative display variable display state may reach a reach state and that the variable display result may be a “hit” due to a presentation operation different from the variable display operation of the symbol. A notice effect may be executed. The effect operation that becomes the notice effect is the variable display state of the decorative symbol after the decorative symbol variable display is started in all of the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. May be executed (started) prior to the reach state (before the decorative symbols are stopped and displayed in the “left” and “right” decorative symbol display areas 5L and 5R). In addition, the notice effect that notifies that the variable display result may be a “big hit” may include one that is executed after the variable display state of the decorative symbol becomes the reach state. In this embodiment, a plurality of types of notice effects such as “character notice” and “operation notice” are set to be executable. An effect operation that becomes a notice effect may be any action that does not cause a change in the variable symbol display time (special figure change time) depending on whether or not it is executed.
  In the notice effect of “Character notice”, an effect display is performed in which a character image prepared in advance at a predetermined position is displayed on the display screen of the image display device 5 during variable display of the decorative symbols. Here, as the display of the character image, a character image that is separate from the decorative design may be displayed statically or in motion (animation display), or a character image that is variably displayed integrally with the decorative design. The display may be an operation display (animation display) in a display form different from the variable display of the decorative pattern.
  In the notice effect of “notice at the time of operation”, for example, on the display screen of the image display device 5 in response to the player performing a predetermined operation (for example, a pressing operation) on the operation button 30 while the decorative symbol is variably displayed. The production operation is changed by changing the display of the production image or changing the sound output from the speakers 8L and 8R. As an example, in the notice effect of “notice at the time of operation”, a predetermined effect operation serving as a button operation promotion effect is performed during variable display of a decorative symbol. In the button operation promotion effect, for example, an effect image such as a character image or a message image prepared in advance is displayed at a predetermined position on the display screen of the image display device 5, thereby prompting the player to operate the operation button 30. Any production operation may be used. The effect operation that prompts the player to operate the operation button 30 is not limited to the effect display of the effect image on the image display device 5, and the game effect lamp 9 that outputs predetermined sound from the speakers 8L and 8R. Or lighting the LED for decoration in a predetermined lighting pattern, or operating a movable member provided in a rendering accessory provided inside or outside the game area in a predetermined operation mode, or any of these May be combined. When such a button operation promotion effect is performed, an operation effective period for effectively detecting the operation of the operation button 30 by the player is set. When the operation of the operation button 30 by the player is detected by the operation detection switch 31 within the operation effective period, the execution of the button operation promotion effect is stopped at the timing when the operation is detected, and prepared in advance, for example. One of the plurality of types of effect images is displayed on the image display device 5, and the sound effect corresponding to one of the plurality of types of sound patterns prepared in advance is displayed on the speaker 8L. Various effects such as output from 8R are executed.
  In addition to “Character notice” and “Operation notice”, various notices such as “Step-up action” and “Super reach notice” can be used as notice effects by a different action operation from the decorative display variable display operation. An operation may be performed. Here, in the notice effect of “step-up operation”, as an example, a plurality of types of effect images prepared in advance are switched and displayed in a predetermined order on the display screen of the image display device 5 during the variable display of decorative symbols. An effect operation may be performed such that the effect mode changes (steps up) in a plurality of stages by the effect display. In the notice effect of “step-up operation”, after any one of a plurality of kinds of effect images prepared in advance (for example, an effect image that is displayed first in a predetermined order) is displayed, the effect image The effect display in the notice effect may be terminated without being switched. Further, as another example of the notice effect of the “step-up operation”, there are a plurality of types of movable members provided in the effect accessory provided inside or outside the game area during the variable display of the decorative design according to a predetermined order. An effect operation in which the effect mode changes (steps up) in a plurality of stages may be performed by the effect operation operated in the operation mode. In the notice effect of “step-up operation”, after the movable member performs the effect operation in one type of operation, the effect operation in the notice effect may be terminated without switching to the effect operation of the second stage. There may be. As described above, the notice effect of the “step-up operation” is executed in response to one start prize (that one game ball has entered the first start prize opening or the second start prize opening). This is a kind of notice effect that is executed during variable display of symbols and decorative designs, and is a step-up notice effect that changes the notice style (display, sound, lamp, movable object, etc.) in multiple stages (steps up). . In general, the greater the number of changes (number of steps), the higher the reliability (the possibility that the variable display result will be a “big hit”). Also, depending on the number of steps in the step-up notice effect or the effect mode at each step, it becomes “15R probability variation big hit” or “2R probability variation big hit”, a specific reach effect is executed, “15R normal big hit ”To“ 15R probable big hit ”, at least one of them may be notified in advance. Further, the object to be notified may be changed according to the number of times of change (number of steps). For example, “reach determination” may be performed when going to the second step, “super reach confirmation” when going to the third step, and “big hit confirmation” going to the fourth step. As the change of the notice mode (step-up), different character images may be displayed in order, or the step-up may be performed by changing the shape or color of one character. May be. That is, it is only necessary to be able to recognize that the state of the notice means (display, sound, lamp, movable object, etc.) as viewed from the player changes stepwise.
  In addition, in the “Super Reach Notice” notice effect, the decorative display variable display state is changed to the reach state over the variable display of the decorative pattern multiple times, and the variable display of the decorative design is executed so that the reach form is super reach. An effect operation for notifying the player that there is a possibility of being performed is performed. In this embodiment, for example, the hold data is prefetched from the first special figure hold storage unit 151A or the second special figure hold storage unit 151B shown in FIG. 13, and the random number value MR1 for determining the special figure display result included in the hold data. Whether the variable display result determined based on the numerical data indicating “big hit” or “losing” is determined, or the big hit type determined based on the numerical data indicating the random value MR2 for determining the big hit type is “normal” And the numerical data indicating the random pattern value MR3 for determining the variation pattern type, whether it is “probability variation” or not. It is determined whether or not the pattern is within the common range of the super reach variation pattern as a pattern (for example, a variation pattern with super reach α and super reach β). Then, when the numerical data indicating the random number value MR3 for determining the variation pattern type is within the common range of the super reach variation pattern, it is only necessary to perform an effect operation as a notice effect of “super reach notice”. Then, in the “super reach notice” notice effect, for example, an effect image such as “chance!” Or “great chance!” Is displayed, the variable display state of the decorative pattern becomes the reach state, and the reach mode becomes the super reach. What is necessary is just to alert | report to a player that the variable display of a decoration symbol is performed and to suggest that there is a high possibility that the variable display result will be a “hit”. Also, in this case, when the variable display result of the decorative symbol whose reach mode is super reach is “big hit”, the effect image “Chance!” Is displayed at the rate of “20%” while “Great chance! Is displayed at a rate of “80%”, and when the decorative pattern variable display result is “lost”, the effect image of “Chance!” Is displayed at a rate of “80%”. The effect image “Great chance!” May be displayed at a rate of “20%”. In this way, in the notice presentation of “Super Reach Notice”, the variable display result of the decorative symbol is “big hit” depending on which of the effect images is displayed among “chance!” And “great chance!”. ”Can be different. In addition, whether or not to perform the variable display of the decorative pattern in which the variable display result of the decorative pattern is “big hit”, according to the distribution of which effect image is to be displayed, “Chance!” Or “Great chance!” Depending on whether or not the variable display of the decorative pattern in which the variable display result of the decorative pattern is “lost” is executed with super-reach, it may be varied. In this case, when the variable display of the decorative symbol whose result of variable display of the decorative symbol is “big hit” is executed, the effect image “Chance!” Is displayed at the rate of “20%” while “Big Chance! ”Is displayed at a ratio of“ 80% ”, and when the variable display of the decorative pattern is executed with the super-reach and the variable display result of the decorative pattern is“ lost ”,“ Chance! ” The effect image may be displayed at a rate of “80%” while the effect image “Great chance!” May be displayed at a rate of “20%”. Even in this way, in the notice presentation effect of “Super Reach Notice”, the variable display result of the decorative symbol is “Big Bonus” depending on which of the effect images is displayed among “Chance!” And “Great Chance!” ”Can be different. In addition, during the execution of the notice effect in the specific mode, before the player performs a predetermined operation (for example, a pressing operation) on the operation button 30, an effect image “Chance!” Is displayed while the predetermined operation is performed. After that, the display of the effect image is changed to display the effect image “Great chance!”, So that the expectation before and after the predetermined operation may be made different.
  In addition, after the decorative symbol that is a jackpot combination is derived and displayed, at the start of the jackpot gaming state or during the execution of the round in the jackpot gaming state, one round ends in the jackpot gaming state and then the next round starts. For example, “Chance!” Or “Great Chance!” In the period until the next variable display game is started after the last round ends in the big hit gaming state, or the period over a plurality of rounds. ”Is displayed and the player is informed that the variable display state of the decorative design is changed to the reach state and the variable display of the decorative design is executed with the reach form being super reach, so that the winning combination is achieved. It may be suggested that there is a high possibility that the decorative design is derived and displayed. In this case, in the variable display of the decorative pattern in which the reach mode is super reach, when the decorative pattern that is a big hit combination is derived and displayed, the effect image “Chance!” Is displayed at a ratio of “20%”. An effect image of “Great chance!” Is displayed at a rate of “80%”, and when a decorative pattern that is a reach combination is derived and displayed, an effect image of “Chance!” Is displayed at a rate of “80%” On the other hand, the effect image “Great chance!” May be displayed at a rate of “20%”. In this way, in the notice effect of “Super Reach Notice”, a decorative symbol that is a jackpot combination is derived and displayed depending on which effect image is displayed among “Chance!” And “Great Chance!”. The feeling of expectation can be different.
  During the variable display of the decorative design, unlike the reach effect or the variable display effect, the display can be changed one or more times depending on a display mode other than the variable display mode of the decorative design, such as displaying a predetermined effect image, for example. In the display game, an effect operation for notifying the player that there is a possibility that the variable display of the decorative symbol in which the variable display result of the decorative symbol is “big hit” may be executed. In this embodiment, an effect operation that is a battle effect in which an effect display in which an ally character and an enemy character fight is performed. In this battle effect, when an effect display in which the teammate character wins the enemy character is performed, a decorative symbol that is a jackpot combination is derived and displayed as a variable display result of the decorative symbol. On the other hand, when an effect display in which an ally character loses to an enemy character is performed, a decorative symbol that is a lost combination is derived and displayed as a variable display result of the decorative symbol.
  If a special symbol that will be a lost symbol is stopped and displayed as a special symbol to be confirmed in the special symbol game, the decorative symbol variable display state will not reach the reach state after the variable symbol variable display starts. There are cases in which a fixed decorative symbol that is a non-reach combination is stopped and displayed. Such a decorative display variable display mode is referred to as “non-reach” (also referred to as “unreach loss”) variable display mode when the variable display result is “losing”.
  When a special symbol that becomes a losing symbol is stopped and displayed as a confirmed special symbol in the special symbol game, it corresponds to the fact that the decorative symbol variable display state has reached the reach state after the decorative symbol variable display has started. Then, after the reach effect is executed, or when the reach effect is not executed, a fixed decorative pattern that becomes a predetermined reach combination (also referred to as a reach-losing combination) may be stopped and displayed. Such a variable display result of the decorative design is referred to as a variable display mode of “reach” (also referred to as “reach lose”) when the variable display result is “losing”. It should be noted that the fixed decorative pattern that is a non-reach combination and the fixed decorative pattern that is a reach combination are collectively referred to as a fixed decorative pattern of a lost combination (non-specific combination).
  When a special symbol showing the number “3”, which is a normal big hit symbol, is stopped and displayed as a special symbol that becomes a 15-round big hit symbol as a final special symbol in the special symbol game, the variable symbol display state of the decorative symbol is reached. Corresponding to the state, after a predetermined reach effect is executed, a fixed decorative symbol that is a predetermined normal big hit combination (also referred to as “non-probable variable big hit combination”) is stopped and displayed. Here, the fixed decorative symbol that is usually a big hit combination has, for example, a symbol number variably displayed in the decorative symbol display areas 5L, 5C, and 5R of “left”, “middle”, and “right” in the image display device 5. Among the decorative patterns of “1” to “8”, any one of the decorative patterns whose design numbers are even numbers “2”, “4”, “6”, “8” is “left”, “middle”, “ What is necessary is just to be able to be stopped and displayed on a predetermined effective line in the “right” decorative symbol display areas 5L, 5C, and 5R. In this way, the decorative symbols having the even number “2”, “4”, “6”, “8” constituting the normal jackpot combination are referred to as normal symbols (also referred to as “non-probable variation symbols”). Then, in response to the confirmed special symbol in the special figure game becoming the normal big hit symbol, the fixed decorative symbol of the normal big hit combination is stopped and displayed after a predetermined reach effect is executed, etc. The mode is referred to as a “normal” (also referred to as “non-probable variation”) variable display mode (also referred to as a jackpot type) when the variable display result is “big hit”. Thus, after the variable display result is “big hit” by the “normal” variable display mode, the game is controlled to the 15 round big hit gaming state, and when the 15 round big hit state is finished, it is controlled to the short time state or the normal state. become.
  When the special symbol indicating the number “7”, which is the probability variable big hit symbol, is stopped and displayed as a special symbol to be confirmed in the special figure game as a 15-round big hit symbol, the variable display state of the decorative symbol is reached. Corresponding to the situation, a reach effect similar to the case where the jackpot type is “normal” is executed, or a reach effect different from the case where the jackpot type is “normal” is executed. For example, a fixed decorative symbol that becomes a predetermined probability variation jackpot combination may be stopped and displayed. Here, the confirmed decorative symbol that is a probable big hit combination has, for example, a symbol number variably displayed in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Among the decorative patterns of “1” to “8”, any one of the decorative patterns having the odd numbers “1”, “3”, “5”, “7” is “left”, “middle”, “ What is necessary is just to be able to be stopped and displayed on a predetermined effective line in the “right” decorative symbol display areas 5L, 5C, and 5R. In this way, the decorative symbols having odd numbers “1”, “3”, “5”, and “7” constituting the probability variation big hit combination are referred to as probability variation symbols. Then, in response to the confirmed special symbol in the special figure game becoming a probable big hit symbol, after the reach effect is executed, the decorative display variable display mode in which the definite decorative combination of the probable big hit combination is stopped is displayed. This is referred to as “probability change” variable display mode (also referred to as “hit type”) when the variable display result is “hit”.
  When the probability variation jackpot symbol is stopped and displayed as a confirmed special symbol in the special figure game, the fixed decoration symbol that is a normal jackpot combination may be stopped and displayed as a variable display result of the decoration symbol. In this way, even when the fixed decorative symbol that is a normal jackpot combination is stopped and displayed, if the probability variable big hit symbol is stopped and displayed as a fixed special symbol in the special figure game, it is included in the variable display mode of “probable change”. Thus, after the variable display result is “big hit” by the variable display mode of “probability change”, it is controlled to the 15 round big hit state, and when the 15 round big hit state ends, it is controlled to the positive change state. A confirmed decorative symbol that is a normal jackpot combination and a confirmed decorative symbol that is a probabilistic jackpot combination are also collectively referred to as a confirmed decorative symbol of a jackpot combination (specific combination).
  A re-lottery effect may be executed during variable display of a decorative symbol in which the confirmed decorative symbol is a normal jackpot combination or a probable variation jackpot combination. In the re-lottery effect, after the decorative symbols that are usually the big hit combinations are displayed temporarily on the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R on the image display device 5, for example, “left ”,“ Medium ”,“ Right ”decorative symbols display areas 5L, 5C, and 5R with the same decorative symbols in the same state, and then fluctuate again. One of the decorative symbols (normal symbols) to be combined is stopped and displayed as a final decorative symbol (final stop display). Here, when the re-lottery effect is executed when the big hit type is “normal”, as the re-lottery effect, a fixed decorative symbol that becomes a normal jackpot combination after re-changing the temporarily stopped decorative symbol is displayed. A change promotion promotion effect that is derived and displayed is performed. On the other hand, when the re-lottery effect is executed when the big hit type is “probable change”, as the re-lottery effect, the definite decoration that becomes the probable big hit combination after re-variation of the temporarily stopped decorative pattern The changing promotion success effect during the stop display of the symbol may be executed, or the changing promotion failure effect during the change may be executed.
  After the decisive decorative symbol that is normally a jackpot combination is derived and displayed, the next round starts after one of the rounds ends in the jackpot gaming state at the start of the jackpot gaming state or during the round in the jackpot gaming state During the jackpot game state, during the jackpot game state, during the period from the end of the final round until the start of the next variable display game, etc. An effect (also called “promotion effect”) may be executed. Note that a notification effect similar to the jackpot promotion effect may be executed during the first variable display game after the end of the jackpot gaming state. The jackpot promotion effect that is executed after the last round in the jackpot game state is particularly called “ending promotion effect”.
  In the jackpot promotion effect, there is a jackpot promotion promotion effect that informs that there is a promotion that the gaming state becomes a probable change state even though the confirmed decorative pattern is a normal jackpot combination, and that there is no promotion that becomes a probable change state There is a promotion promotion failure during the jackpot to be notified. For example, in the jackpot promotion effect, the decorative symbol is variably displayed on the display screen of the image display device 5 and either the normal symbol or the probability variable symbol is stopped and displayed as the effect display result, or the decorative symbol is variably displayed. May be notified so that the player can recognize the presence or absence of promotion to be in a certain change state by displaying different effect images.
  In addition, after the decorative symbol for the big hit combination is derived and displayed, at the start of the big hit gaming state or during the round in the big hit gaming state, the next round starts after one of the rounds ends in the big hit gaming state 13 until the end of the jackpot gaming state, such as the period until the next variable display game is started after the last round ends in the jackpot gaming state, or the period over a plurality of rounds. A decorative symbol that is a jackpot combination is derived as a fixed decorative symbol in the variable display (holding variation) of the decorative symbol based on the pending data stored in the first special symbol reserve storage unit 151A or the second special diagram reserve storage unit 151B. A pre-reading effect may be executed as a notification effect as to whether or not it is displayed. Specifically, in the pre-reading effect, the next variable display game at the start of the big hit gaming state, during the execution of the round in the big hit gaming state (controlling to the big hit gaming state), and after the final round ends in the big hit gaming state For example, an effect image such as “What is the battle opponent?” Is displayed on the image display device 5 in any period of time until the start of the game (at the end of the big hit gaming state). It should be noted that an effect image such as “What is the opponent of the battle?” May not always be displayed, and depending on whether or not a decorative symbol that is a big hit combination is derived and displayed as a fixed decorative symbol in the hold variation. May be displayed or not displayed. After that, in the battle effect, an effect display that gradually raises the enemy character that the teammate character fights is performed. In this embodiment, any one of the characters A to D shown in FIGS. 4A to 4D is displayed on the image display device 5 as an enemy character that the teammate character fights. Among these, the character A shown in FIG. 4A is the weakest, the character B shown in FIG. 4B is the next, and the character C shown in FIG. 4C is the strongest enemy character. That is, when character A appears as an enemy character in the pre-reading effect, the teammate character wins over character A in the subsequent battle effect, and the decorative symbol that is a jackpot combination is derived as a variable display result of the decorative symbol. The possibility of being displayed increases. On the other hand, if the character C appears as an enemy character in the pre-reading effect, the teammate character loses to the enemy character in the subsequent battle effect, and the decoration that becomes a lost combination is displayed as a variable display result of the decorative pattern. The possibility that the symbol is derived and displayed is increased. Further, the effect display in which the character D shown in FIG. 4 (D) appears is a so-called premier effect in which it is determined that a decorative symbol that is a jackpot combination is derived and displayed as a variable display result of the decorative symbol. When the character D appears, this makes it possible to change the decoration pattern depending on which enemy character among the enemy characters A to D is displayed as the enemy character with which the teammate character fights in the pre-reading effect. As a display result, it is possible to vary a sense of expectation in which a decorative symbol that is a jackpot combination is derived and displayed.
  As a confirmed special symbol in the special symbol game, a special symbol indicating the number “1” which is a two-round big hit symbol is stopped or displayed, or a special symbol indicating the number “2” which is a small hit symbol is stopped and displayed. In such a case, the decorative display variable display state does not reach the reach state, for example, a combination of a plurality of types of fixed decorative patterns predetermined as the second opening chances TC1 to TC4 as shown in FIG. 3B, for example. One of the above may be stopped. In addition, when the special symbol indicating the number “1”, which is a two-round jackpot symbol, is stopped and displayed as a confirmed special symbol in the special symbol game, the variable symbol display state of the decorative symbol is changed to the reach state. Then, after a predetermined reach effect is executed, a fixed decorative symbol that becomes a predetermined reach combination may be stopped and displayed. Corresponding to the fact that the confirmed special symbol in the special figure game becomes a special symbol indicating the number of “1” which is a two-round jackpot symbol, the variable display mode of the decorative symbols in which various fixed ornament symbols are stopped and displayed is variable. This is referred to as a variable display mode (also referred to as a jackpot type) of “surprise accuracy” (also referred to as “surprising accuracy hit” or “sudden probability change big hit”) when the display result is “big hit”. Thus, after the variable display result is “big hit” by the variable display mode of “surprise accuracy”, it is controlled to the two round big hit state, and when the two round big hit state is finished, the probability change state is controlled.
  When the variable display result is “big hit” and the big hit type is “accuracy”, the accuracy mode start effect may be executed during variable display of the decorative symbols. In the surprise mode start effect, a predetermined effect operation is performed in response to the big hit type being “Accuracy”. After the surprise mode start effect is performed, an effect mode different from the normal effect mode called the accuracy mode may be started. In addition, the random mode start effect is not limited to the effect operation that is executed during the variable display of the special symbol or the decorative symbol, and continues from the variable display even during part or all of the period of the two round big hit state. An effect operation may be performed. When the suddenness mode start effect is started, the decorative symbol that is variably displayed may be deleted, and after the suddenness mode start effect is executed, the confirmed decorative symbol may not be derived and displayed. In the sudden accuracy mode, for example, until the variable display result is “big hit” and the probability variation state ends, the effect in the sudden accuracy mode is performed. In the effect in the suddenness mode, the display mode of the background image on the display screen of the image display device 5 is different from the display mode in the normal performance mode, and is output from the speakers 8L and 8R along with the variable display of the decorative pattern. The sound to be different from the sound in the normal effect mode, the lighting pattern of the game effect lamp 9 and the decoration LED to be different from the lighting pattern in the normal effect mode, or a part of these Alternatively, by combining all of them, it may be informed so that the player can recognize that the mode is inaccuracy.
  In the probability variation state, for example, an effect image for informing that the probability variation state is “being probability variation” is displayed on the display screen of the image display device 5, and / or a background image or a decorative pattern on the display screen of the image display device 5. The display mode may be different from the display mode in the normal effect mode, so that the player may be in the effect mode during probability change in which the player can recognize that the probability change state.
  Various control boards such as a main board 11, an effect control board 12, an audio control board 13, and a lamp control board 14 as shown in FIG. 2 are mounted on the pachinko gaming machine 1. The pachinko gaming machine 1 is also equipped with a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. In addition, various boards such as a payout control board, an information terminal board, a launch control board, and an interface board are disposed on the back surface of the game board 2 in the pachinko gaming machine 1.
  The main board 11 is a main-side control board on which various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main board 11 is mainly directed to a sub-side control board including a random number setting function used in a special game, a function of inputting a signal from a switch or the like disposed at a predetermined position, and an effect control board 12. A function of outputting and transmitting a control command as an example of command information as a control signal, a function of outputting various information to a hall management computer, and the like are provided. In addition, the main board 11 performs on / off control of each LED (for example, segment LED) constituting the first special symbol display device 4A and the second special symbol display device 4B, and thereby the first special diagram and the second special diagram. Variable display of a predetermined display pattern such as controlling the variable display of the normal symbol display 20 or controlling the variable symbol display of the normal symbol display 20 by controlling the lighting / extinction / coloring control of the normal symbol display 20. It also has a function to control. The main board 11 includes, for example, a game control microcomputer 100, a switch circuit 110 that receives detection signals from various switches for game ball detection and transmits the detection signals to the game control microcomputer 100, and the game control microcomputer 100. A solenoid circuit 111 for transmitting a solenoid drive signal to the solenoids 81 and 82 is mounted.
  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and receives the image display device 5, the speakers 8L, 8R. In addition, various circuits for controlling the production operation by the production electrical parts such as the game effect lamp 9 are mounted. That is, the effect control board 12 provides effects such as the display operation in the image display device 5, all or part of the sound output operation from the speakers 8 </ b> L and 8 </ b> R, and all or part of the on / off operation in the game effect lamp 9. A function of determining the control content for causing the electrical component to execute a predetermined performance operation is provided.
  The sound control board 13 is a control board for sound output control provided separately from the effect control board 12, and outputs sound from the speakers 8L and 8R based on commands and control data from the effect control board 12. For example, a processing circuit for executing audio signal processing is mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and is turned on / off in the game effect lamp 9 and the like based on commands and control data from the effect control board 12. A lamp driver circuit for driving is mounted.
  As shown in FIG. 2, wiring for transmitting detection signals from the gate switch 21, the first start port switch 22 </ b> A, the second start port switch 22 </ b> B, and the count switch 23 is connected to the main board 11. The gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 have an arbitrary configuration that can detect a game ball as a game medium, such as a sensor. What is necessary is just to have. In addition, the main board 11 includes a first special symbol display device 4A, a second special symbol display device 4B, a normal symbol display device 20, a first hold display device 25A, a second hold display device 25B, and a general drawing hold display device 25C. Wiring for transmitting a command signal for performing display control such as is connected.
  A control signal transmitted from the main board 11 toward the effect control board 12 is relayed by the relay board 15. The main board 11 is provided with a main board side connector corresponding to, for example, the relay board 15, and an output buffer circuit is connected between the main board side connector and the game control microcomputer 100. The output buffer circuit can pass a signal only in the direction from the main board 11 to the effect control board 12 via the relay board 15, and prevents the signal input from the relay board 15 to the main board 11. Therefore, there is no room for signals to be transmitted from the production control board 12 or the relay board 15 side to the main board 11 side.
  The relay board 15 only needs to be provided with a transmission direction regulation circuit for each wiring for transmitting a control signal from the main board 11 to the effect control board 12, for example. Each transmission direction regulating circuit has a diode whose anode is connected to the main board connector corresponding to the main board 11 and a cathode connected to the stage control board connector corresponding to the stage control board 12, and one end connected to the cathode of the diode. And a resistor having the other end connected to the ground (GND). With this configuration, each transmission direction regulating circuit can prevent the signal from being input from the effect control board 12 to the relay board 15 and pass the signal only in the direction from the main board 11 to the effect control board 12. Therefore, there is no room for signals to be transmitted from the production control board 12 side to the main board 11 side. In this embodiment, a transmission direction regulating circuit is provided for each wiring for transmitting a control signal in the relay board 15, and an output buffer circuit is provided between the game control microcomputer 100 and the main board side connector on the main board 11. By providing this, it is possible to prevent an illegal signal from being input to the main board 11 from the outside.
  The control command transmitted from the main board 11 to the effect control board 12 via the relay board 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a display control command used for controlling an image display operation in the image display device 5, a voice control command used for controlling sound output from the speakers 8L and 8R, and a game effect lamp 9. And a lamp control command used for controlling the lighting operation of the decoration LED and the like. FIG. 5A is an explanatory diagram showing an example of the contents of the effect control command used in this embodiment. The effect control command has, for example, a 2-byte structure, and the first byte indicates MODE (command classification), and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always “1”, and the first bit of the EXT data is “0”. Note that the command form shown in FIG. 5A is an example, and other command forms may be used. In this example, the control command is constituted by two control signals, but the number of control signals constituting the control command may be one or may be three or more.
  In the example shown in FIG. 5A, the command 8001H is a first change start command that specifies the start of change in the special figure game using the first special figure by the first special symbol display device 4A. The command 8002H is a second variation start command for designating the start of variation in the special symbol game using the second special symbol by the second special symbol display device 4B. The command 81XXH is a decoration that is variably displayed in the “left”, “middle”, and “right” decoration symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. This is a variation pattern designation command for designating a variation pattern such as a symbol. Here, XXH indicates an unspecified hexadecimal number, and may be a value arbitrarily set according to the instruction content by the effect control command. In the variation pattern designation command, different EXT data is set according to the variation pattern to be designated.
  In this embodiment, the first and second change start commands and the change pattern designation command are prepared as separate effect control commands. On the other hand, the designation content indicating which of the first special figure and the second special figure is to be changed and the designated content of the fluctuation pattern are configured to be specified by one effect control command. Also good. As an example, an effect control command in which EXT data is set corresponding to a combination of a special symbol (first special figure or second special figure) that starts change and a change pattern is prepared. You may enable it to specify the special symbol and fluctuation pattern which become a fluctuation start. Here, when the special symbol and the variation pattern that start the variation can be specified by one effect control command, the special symbol (the first special feature that starts the variation) for one variation pattern. There are cases where it is necessary to prepare two types of effect control commands according to the figure or the second special figure). On the other hand, if an effect control command for designating a special symbol for starting variation and an effect control command for designating a variation pattern are prepared separately, two types of effect control commands corresponding to the special symbol for starting variation are prepared. And the number of effect control commands corresponding to the number of types of variation patterns may be prepared, and the types of commands prepared in advance, the storage capacity of the command table, and the like can be reduced.
  Command 8CXXH is a variable display result notification command for designating a variable display result such as a special symbol or a decorative symbol. In the variable display result notification command, for example, as shown in FIG. 5 (B), the prior determination result of whether the variable display result is “lost”, “big hit”, or “small hit”, and the variable display result is Different EXT data is set according to the big hit type determination result of whether the decorative symbol variable display mode (big hit type) is “normal”, “probability change”, or “surprise accuracy” in the case of “big hit” The More specifically, the command 8C00H is a first variable display result notification command indicating a pre-determined result indicating that the variable display result is “lost”. The command 8C01H is a second variable display result notification command indicating a pre-determined result and a big hit type determination result that the variable display result is “big hit” and the big hit type is “normal”. The command 8C02H is a third variable display result notification command indicating a pre-determined result and a big hit type determination result that the variable display result is “big hit” and the big hit type is “probable change”. The command 8C03H is a fourth variable display result notification command indicating a pre-determined result and a big hit type determination result that the variable display result is “big hit” and the big hit type is “surprise”. The command 8C04H is a fifth variable display result notification command indicating a predetermined result indicating that the variable display result is “small hit”.
  In this embodiment, the variation pattern designation command and the variable display result notification command are prepared as separate presentation control commands. On the other hand, you may comprise so that the fluctuation pattern shown by the fluctuation pattern designation | designated command and the variable display result shown by the variable display result notification command can be specified by one production | presentation control command. As an example, an effect in which EXT data is set corresponding to a combination of a variation pattern and a variable display result (any one of “losing”, “big hit”, “small hit”, and a big hit type in the case of “big hit”). A control command may be prepared, and information that can specify the variation pattern and the variable display result may be transmitted by the effect control command. Alternatively, the variation pattern and the variable display result may be specified by three or more effect control commands. Here, when the variation pattern and the variable display result are configured to be specified by a single effect control command, a plurality of types of effects corresponding to a plurality of types of variable display results for one variation pattern. You may need to provide control commands. On the other hand, if the production control command for designating the variation pattern and the production control command for notifying the variable display result are prepared separately, the number of production control commands corresponding to the number of types of the variation pattern and the variable display result are provided. The number of effect control commands corresponding to the number of types may be prepared, and the types of commands prepared in advance, the storage capacity of the command table, and the like can be reduced.
  The command 8F00H is a decorative symbol stop command for designating stop of variable display of decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R in the image display device 5.
  In this embodiment, a decoration symbol stop command is transmitted from the main board 11 to the effect control board 12 as an effect control command for designating stop of variable display of the decoration symbol. On the other hand, the decorative symbol stop command may not be transmitted. In this case, on the side of the production control board 12, the special figure variation time corresponding to the variation pattern indicated in the variation pattern designation command is specified, and the first variation start command and the second variation start command are received. When the elapsed time reaches the specified special figure variation time, a setting for ending the effect executed corresponding to the special game is performed without receiving an effect control command from the main board 11. You can make it.
  The command A0XXH is a hit start designation command (also referred to as a “fanfare command”) that designates display of an effect image indicating the start of a big hit gaming state or a small hit gaming state. In the hit start designation command, different EXT data is set according to the pre-determined result or the big hit type determined result.
  The command A1XXH is a big winning opening releasing notification command for notifying that the big winning opening is a period in the big winning gaming state or the small winning gaming state. The command A2XXH is a notification command after opening the big winning opening that notifies that the big winning opening has changed from the open state to the closed state in the big hit gaming state or the small hit gaming state. With the notification command during the opening of the big winning opening or the notification command after the opening of the big winning opening, for example, the number of executions of rounds (for example, “1” to “15”) in the 15 round big hit state, or the big winning in the 2 round big hit state or the variable winning operation Different EXT data is set corresponding to the number of times the mouth is opened (for example, “1” or “2”). In the big hit gaming state or the small hit gaming state, regardless of whether the big winning opening is in the open state or the big winning opening is changed from the open state to the closed state, Alternatively, a continuous performance operation may be executed from the start time of the small hit game state or from the start time of variable display of the decorative symbols to the end time of the big hit game state or the small hit game state. Or, in the big hit gaming state or the small hit gaming state, depending on whether it is a period in which the big prize opening is in an open state or a period in which the big prize opening is changed from an open state to a closed state, different performance operations May be executed.
  The command A3XXH is a hit end designation command for designating display of an effect image at the end of the big hit gaming state or the small hit gaming state. In the winning end designation command, for example, EXT data similar to that of the variable display result notification command or the winning start designation command is set, so that different EXT data is set according to the predetermined determination result or the big hit type determination result. Alternatively, in the hit end designation command, the correspondence relationship between the pre-determined result and the big hit type decision result and the set EXT data may be different from the correspondence relationship in the variable display result notification command or the hit start designation command. . In addition, when controlled to the two round big hit state and / or small hit game state, some or all of the hit start designation command, the big prize opening opening designation command, the big prize opening opening designation command, and the winning end designation command are all or part of Instead of being transmitted, the effect operation in the two round big hit state and / or the small hit game state may be executed by the change pattern indicated in the change pattern designation command.
  The command B100H is generated by the first special symbol display device 4A based on the fact that the first starting port switch 22A detects the game ball that has entered (started winning) the first starting winning port formed by the normal winning ball device 6A. This is a first start opening prize designation command for notifying that a first start condition for executing a special figure game using one special figure has been established. The command B200H is generated by the second special symbol display device 4B based on the fact that the game ball that has entered (started winning) the second starting winning port formed by the normally variable winning ball device 6B is detected by the second starting port switch 22B. This is a second start opening prize designation command for notifying that the second start condition for executing the special figure game using the second special figure is established.
  The command C0XXH is used to display the first reserved memory number and the second reserved memory number in order to display the special figure reserved memory number in a start winning memory display area 5H provided in the display area of the image display device 5 or the like. This is a pending storage count notification command for notifying the total pending storage count that is the total value of. In response to the fact that either the first start condition or the second start condition is satisfied, for example, either the first start opening prize designation command or the second start opening prize designation command is transmitted as the reserved storage number notification command. Following this, it is transmitted from the main board 11 to the effect control board 12. In the reserved memory count notification command, for example, the total number of stored data (for example, “1” to “8”) of the reserved data in the first special figure reserved storage unit 151A and the second special figure reserved storage unit 151B shown in FIG. Alternatively, different EXT data is set corresponding to the total number of start data stored in the start data storage unit 151C (for example, “1” to “8”). Thereby, on the side of the production control board 12, when either the first start condition or the second start condition is satisfied, the reserved memory number notification command transmitted from the main board 11 is received, and the first special drawing is received. The total number of stored hold data in the hold storage unit 151A and the second special figure hold storage unit 151B can be specified.
  The command D0XXH is a first prefetch result notification command for notifying the prefetch result of each random value set as the hold data in the lowest entry in the first special figure hold storage unit 151A (FIG. 13). The command D1XXH is a second prefetch result notification command for notifying the prefetch result of each random value set as the hold data in the lowest entry in the second special figure hold storage unit 151B (FIG. 13). Here, the prefetching means reading the hold data stored in the first special figure hold storage unit 151A or the second special figure hold storage unit 151B before the special figure game based on the hold data is started. Say.
  In the first prefetch result notification command, for example, a random number MR1 for determining a special figure display result included in the hold data prefetched from the first special figure hold storage unit 151A or the second special figure hold storage unit 151B shown in FIG. Whether the variable display result determined based on the numerical data indicating “big hit” or “losing” is determined, or the big hit type determined based on the numerical data indicating the random value MR2 for determining the big hit type is “normal” And the numerical data indicating the random pattern value MR3 for determining the variation pattern type, whether it is “probability variation” or not. Different depending on whether or not the pattern is within the common range of the super reach variation pattern (for example, the variation pattern with super reach α and super reach β) EXT data is set.
  In the second prefetching result notification command, for example, the second prefetching result notification command is determined based on numerical data indicating a random number value MR1 for determining the special figure display result included in the holding data prefetched from the second special figure holding storage unit 151B shown in FIG. Whether the variable display result is “big hit” or “losing”, and whether the big hit type determined based on the numerical data indicating the random value MR2 for determining the big hit type is “normal” or “probability change” The numerical data indicating the random number value MR3 for determining the variation pattern type is a super-reach variation pattern (for example, super-reach α and super-reach). Different EXT data is set in accordance with whether or not it is within the common range of the super reach variation pattern (variation pattern with β).
  Thereby, on the side of the production control board 12, when the first start condition is satisfied, the first prefetch content notification command transmitted from the main board 11 is received, and the first special figure holding storage unit 151A receives it. Prefetch results can be specified. Further, when the second start condition is satisfied, the second prefetch notification command transmitted from the main board 11 can be received and the prefetch result from the second special figure reservation storage unit 151B can be specified.
  The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 for storing a game control program, fixed data, and the like, and a game control work. A RAM (Random Access Memory) 102 that provides an area, a CPU (Central Processing Unit) 103 that executes a control program by executing a game control program, and updates numeric data indicating random values independently of the CPU 103 A random number circuit 104 to perform and an I / O (Input / Output port) 105 are provided. As an example, in the game control microcomputer 100, a process for controlling the progress of the game in the pachinko gaming machine 1 is executed by the CPU 103 executing a program read from the ROM 101. At this time, the CPU 103 reads fixed data from the ROM 101, the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores the fluctuation data, and the CPU 103 temporarily stores the various fluctuation data. The CPU 103 receives the input of various signals from outside the game control microcomputer 100 via the I / O 105, and the CPU 103 goes outside the game control microcomputer 100 via the I / O 105. A transmission operation for outputting various signals is also performed. The one-chip microcomputer constituting the game control microcomputer 100 may include at least the RAM 103 in addition to the CPU 103, and the ROM 101 may be external or internal. Further, the I / O 105 may be externally attached.
  As described above, in the game control microcomputer 100, the CPU 103 executes the game control program stored in the ROM 101 to perform the game control. Specifically, this means that the CPU 103 executes control according to a program. The same applies to a microcomputer mounted on another board different from the main board 11.
  On the main board 11, for example, the random number circuit 104 provided in the game control microcomputer 100 shown in FIG. 2 counts numerical data indicating various random values used for controlling the progress of the game in an updatable manner. FIG. 6 is an explanatory view illustrating random numbers counted on the main board 11 side. As shown in FIG. 6, in this embodiment, on the side of the main board 11, a random value MR1 for determining a special figure display result, a random value MR2 for determining a jackpot type, a random value MR3 for determining a variation pattern type, Numerical data indicating the random number value MR4 for determining the variation pattern and the random value MR5 for determining the normal display result are controlled to be countable. In addition, in order to improve a game effect, random numbers other than these may be used. Also, the numerical data indicating the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, and the random value MR3 for determining the variation pattern type are not separately independent, for example, the special figure display result The random number value MR1 for determination and the random number value MR2 for determining the jackpot type may be integrated such as having shared numerical value data or shared determined value data. . In addition, the random number value MR1 for determining the special figure display result and the random value MR3 for determining the variation pattern type have a single numerical value data or a single determination value data. It may be.
  Such random numbers used to control the progress of the game are also referred to as game random numbers. The random number circuit 104 only needs to count numerical data indicating all or part of these random number values MR1 to MR5. The CPU 103 uses a random counter different from the random number circuit 104 such as a random counter provided in the game control counter setting unit 154 shown in FIG. Numerical data indicating a part of MR5 may be counted. As an example, the numerical data indicating the random number value MR1 for determining the special figure display result is updated independently of the CPU 103 by the random number circuit 104, and the numerical data indicating the other random number values MR2 to MR5 is updated by the CPU 103 as a random counter. It may be updated by software using Further, by executing predetermined processing such as scramble processing and arithmetic processing using all or part of the numerical data updated by the random number circuit 104, numerical data indicating all or part of the random number values MR1 to MR5 is obtained. It may be updated. The random number circuit 104 may be built in the game control microcomputer 100 or may be configured as a random number circuit chip different from the game control microcomputer 100.
  The game control microcomputer 100 may have a function of setting an initial value of numerical data updated by the random number circuit 104. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 100 stored in a predetermined storage area such as the ROM 101 (an ID number assigned with a different value for each product of the game control microcomputer 100). The numerical data obtained by the setting is set as the initial value of the numerical data updated by the random number circuit 104. By performing such processing, the randomness of the random number generated by the random number circuit 104 can be further improved.
  The random number value MR1 for determining the special figure display result is a random number value used for determining whether or not to control the jackpot gaming state with the variable display result of a special symbol or the like in the special figure game as “big hit”. It takes a value in the range of “1” to “65535”. The random number MR2 for determining the big hit type is for determining the big hit type, which is the variable display mode of the decorative symbol when the variable display result is “big hit”, as “normal”, “probability change”, or “surprise change”. For example, a value in the range of “1” to “100”.
  The random number value MR3 for determining the variation pattern type is a random number value used to determine the variation pattern type of the decorative design as one of a plurality of types prepared in advance. For example, the random value MR3 is in the range of “1” to “251”. Takes the value of The random number value MR4 for determining the variation pattern is a random value used for determining the variation pattern of the decorative design as one of a plurality of types prepared in advance. For example, the random value MR4 is a value in the range of “1” to “997”. Take. The random value MR5 for determining the general-purpose display result is used for determining whether the variable display result in the general-purpose game by the normal symbol display 20 is “per-normal” or “unusual for general-purpose”. For example, a value in the range of “1” to “150”. That is, the random number value MR5 for determining the normal game display result is a state where the game ball is difficult to enter the normal start-up winning port formed by the normal variable winning ball device 6B based on the variable display result in the normal game (normally open state). ) Is used to determine whether or not to change to a state in which a game ball is likely to enter (expanded open state).
  FIG. 7 shows a decorative pattern variation pattern according to this embodiment. In this embodiment, among the cases where the variable display result is “losing”, the variable display mode of the decorative design is “non-reach” and “reach”, respectively. Corresponding to the case where the display result is “big hit”, the case where the big hit type is “normal” or “probability” and “surprise”, and the case where the variable display result is “small hit” A plurality of variation patterns are prepared in advance. The variation pattern corresponding to the case where the variable display result is “losing” and the decorative symbol variable display mode is “non-reach” is called a non-reach variation pattern (also referred to as “non-reach loss variation pattern”) and is variable. The variation pattern corresponding to the case where the display result is “losing” and the decorative symbol variable display mode is “reach” is referred to as a reach variation pattern (also referred to as “reach loss variation pattern”). Further, the non-reach variation pattern and the reach variation pattern are included in the loss variation pattern corresponding to the case where the variable display result is “lost”. A variation pattern corresponding to the case where the variable display result is “big hit” or “small hit” is referred to as a hit variation pattern.
  As shown in FIG. 7, in this embodiment, variation patterns PA1-1 to PA1-4 are prepared in advance as non-reach variation patterns. Further, as the reach variation pattern, variation pattern PA2-1, variation pattern PA2-2, variation pattern PB2-1, variation pattern PB2-2, variation pattern PA3-1, variation pattern PA3-2, variation pattern PB3-1, variation A pattern PB3-2 is prepared in advance. The hit fluctuation patterns corresponding to the case where the variable display result is “big hit” and the big hit type is “normal” or “probable change” include the fluctuation pattern PA4-1, fluctuation pattern PA4-2, fluctuation pattern PB4-1, fluctuation pattern. PB4-2, fluctuation pattern PA5-1, fluctuation pattern PA5-2, fluctuation pattern PB5-1, fluctuation pattern PB5-2 are prepared in advance. As variation patterns corresponding to the case where the variable display result is “big hit” and the big hit type is “surprise”, or the variable display result is “small hit”, the variation patterns PC1-1 to PC1-3 are the variation patterns. Are prepared in advance. Further, a fluctuation pattern PC1-4 and a fluctuation pattern PC1-5 are prepared in advance as hit fluctuation patterns corresponding only to the case where the variable display result is “big hit” and the big hit type is “surprise”.
  FIG. 8 shows the variation pattern types of decorative symbols in this embodiment. Each variation pattern shown in FIG. 7 is included in at least one variation pattern type among the plurality of variation pattern types shown in FIG. That is, each variation pattern type may be configured to include one or a plurality of variation patterns classified (grouped) based on, for example, an effect operation performed during variable display of decorative symbols. As an example, a variation pattern type that includes a variation pattern in which a variable display state of a decorative design does not become a reach state by classifying (grouping) a plurality of variation patterns according to the type of reach effect (effect mode), and a variation with normal reach What is necessary is just to divide into the fluctuation pattern classification in which the pattern is included, and the fluctuation pattern classification in which the fluctuation pattern with a super reach (super reach α or super reach β) is included. As another example, categorizing (grouping) multiple variation patterns according to the presence or absence of “pseudo-continuous” variable display effects and the number of executions of pseudo-continuous variation (re-variation) to execute “pseudo-continuous” variable display effects A variation pattern type that includes a variation pattern that is not included, a variation pattern type that includes a variation pattern in which the number of executions of the pseudo-continuous variation (re-variation) is 1 in the variable display effect of “pseudo-continuous”, and “pseudo-continuous” What is necessary is just to divide into the variation pattern classification in which the variation pattern which makes the frequency | count of execution of a pseudo | simulation continuous fluctuation | variation (revariation) 2 or more is included in the variable display effect of this. As yet another example, a plurality of variation patterns may be classified (grouped) according to the presence or absence of variable display effects such as “pseudo-continuous” and “slip”, or the variable display time of decorative symbols. Among the plurality of variation pattern types, there may be one configured to include a common variation pattern.
  In the example illustrated in FIG. 8, the variation pattern types CA1-1 to CA1-3 are prepared in advance in response to the case where the variable display result is “losing” and the variable display mode is “non-reach”. Yes. Corresponding to the case where the variable display result is “losing” and “variable” variable display mode, variation pattern types CA2-1 to CA2-4 are prepared in advance. Corresponding to the variable display mode (big hit type) in which the variable display result is “big hit” and “normal” or “probable change”, the fluctuation pattern type CA3-1 to the fluctuation pattern type CA3-3 are prepared in advance. Corresponding to the case where the variable display result is “big hit” and the variable display mode (big hit type) of “surprise” or the variable display result is “small hit”, the variation pattern type CA4-1 is prepared in advance. ing. Furthermore, the variation pattern type CA4-2 is prepared in advance only in the case where the variable display result is the “big hit” and “variable display type” (big hit type).
  The variation pattern type CA1-1 is a variation pattern type of “no shortening” in which the variable display time of special symbols and decorative symbols is not shortened and variable display effects such as “pseudo-ream” and “slip” are not executed. , A variation pattern previously associated with “no shortening” is included. The variation pattern type CA1-2 is, for example, a variable display of a special symbol or a decorative symbol in response to the total reserved memory number being “3” or more, or the time shortening control being performed in the probability variation state or the short time state. It is a variation pattern type of “with shortening” in which the time is shortened and variable display effects such as “pseudo-ream” and “slip” are not executed, and includes a variation pattern previously associated with “with shortening”. The variation pattern type CA1-3 is a variation pattern type of “sliding, pseudo-continuous” in which a variable display effect of “pseudo-continuous” or “sliding” is executed when the variable display mode is “non-reach”. It includes a variation pattern previously associated with “slip, pseudo-ream”.
  The variation pattern type CA2-1 is when the reach effect is ended with the normal reach that becomes the normal reach effect after the variable display state of the decorative symbol is set to the reach state without executing the variable display effect of the “pseudo-ream”. Is a variation pattern type of “no normal reach (losing) quasi-continuous” for deriving and displaying a definite decorative symbol of the reach combination, and includes a variation pattern previously associated with “no normal reach (losing) quasi-continuous”. In the variation pattern type CA2-2, the number of executions of the pseudo continuous variation (revariation) in the variable display effect of “pseudo ream” is two times. This is a variation pattern type of “normal reach (losing) quasi-continuous variation twice” for deriving and displaying a definite decorative symbol of reach combination when the production is finished, and is associated with “normal reach (losing) quasi-continuous variation twice” in advance. Variation patterns are included.
  In the variation pattern type CA2-3, the number of executions of the pseudo continuous variation (revariation) in the variable display effect of “pseudo ream” is one, and the normal display is performed after the variable display state of the decorative symbol is set to the reach state. This is a variation pattern type of “normal reach (losing) quasi-continuous variation once” that derives and displays a determined decorative symbol of reach combination when the production is finished, and is associated with “normal reach (losing) quasi-continuous variation once” in advance. Variation patterns are included. Fluctuation pattern types CA2-4 are accompanied by super reach (super reach α or super reach β) after the decorative symbol variable display state is set to the reach state, and when the reach effect ends, the definite decorative symbols of the reach combination are derived and displayed. The variation pattern type of “Super Reach (Lose)” is included, and includes a variation pattern associated with “Super Reach (Lose)” in advance.
  In the variation pattern type CA3-1, the variable display effect of “pseudo-continuous” is not executed, but the normal display is performed after the variable symbol display state of the decorative pattern is set to the reach state, and when the reach effect ends, the definite decoration of the jackpot combination is determined. It is a variation pattern type of “no normal reach (big hit) quasi-continuous” for deriving and displaying a symbol, and includes a variation pattern previously associated with “no normal reach (big hit) quasi-continuous”. In the variation pattern type CA3-2, the variable display effect of “pseudo-continuous” is executed, the variable display state of the decorative symbol is set to the reach state, and then the normal reach is involved. Is a variation pattern type of “normal reach (big hit) quasi-ream” and includes a variation pattern previously associated with “normal reach (big hit) quasi-ream”. Fluctuation pattern type CA3-3 is a “super reach (big win)” that displays a definite decorative symbol of a big hit combination when super reach is included after the variable symbol display state of the decorative symbol is set to the reach state and the reach effect is finished. It is a variation pattern type, and includes a variation pattern previously associated with “super reach (big hit)”.
  The variation pattern type CA4-1 is a variation pattern type of “2nd release chance stop” that derives and displays a definite decorative symbol that is one of the 2nd release chances TC1 to TC4. Are included in advance. In the example of the variation pattern shown in FIG. 7, the variation patterns PC1-1 to PC1-3 are variation patterns in which the confirmed decorative design is one of the two chances of opening TC1 to TC4, and the variation pattern type CA4. −1. The variation pattern type CA4-2 is a method of deriving and displaying a definite decorative pattern of reach combination after setting the variable display state of the decorative symbol to the reach state when the variable display result is “big hit” and the big hit type is “surprise”. It is a variation pattern type of “open reach reach loss”, and includes a variation pattern that is associated in advance with “2 times open reach loss”. In the example of the variation pattern shown in FIG. 7, the variation pattern PC1-4 and the variation pattern PC1-5 are variation patterns having a fixed decorative design as a reach combination, and are included in the variation pattern type CA4-2. .
  In addition to the game control program, the ROM 101 included in the game control microcomputer 100 shown in FIG. 2 stores various selection data and table data used for controlling the progress of the game. . For example, the ROM 101 stores data constituting a plurality of determination tables, determination tables, setting tables and the like prepared for the CPU 103 to perform various determinations, determinations, and settings. In addition, the ROM 101 stores table data constituting a plurality of command tables used for the CPU 103 to transmit control signals to be various control commands from the main board 11, and decorative pattern variation patterns as shown in FIG. Table data constituting a variation pattern table for storing a plurality of types is stored.
  FIG. 9 shows a configuration example of a symbol display result determination table stored in the ROM 101. In this embodiment, as the symbol display result determination table, a first special figure display result determination table 130A shown in FIG. 9A, a second special figure display result determination table 130B shown in FIG. An ordinary map display result determination table 130C shown in FIG. 9C is prepared in advance. The first special figure display result determination table 130A has a variable display result before a fixed special symbol that is a variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A. Whether or not to control the big hit gaming state as "big hit" and whether to control the small hit game state as "small hit" based on the random value MR1 for determining the special figure display result It is a table referred to for determination. The first special figure display result determination table 130A is a random number MR1 for determining a special figure display result depending on whether the probability variation flag provided in the game control flag setting unit 152 shown in FIG. 13 is off or on. Are set data (determination data), etc., associated with (assigned to) big hit determination value data, small hit determination value data, and loss determination value data. The second special figure display result determination table 130B shows the variable display result before the fixed special symbol that becomes the variable display result is derived and displayed in the special figure game using the second special figure by the second special symbol display device 4B. Is a table that is referred to in order to determine whether or not to control the big hit gaming state as “big hit” based on the random value MR1 for determining the special figure display result. The second special figure display result determination table 130B determines whether to assign the random value MR1 for determining the special figure display result to the big hit determination value data or the loss determination value data depending on whether the probability variation flag is OFF or ON. Data.
  In the ordinary figure display result determination table 130C, the comparison is made with the random number MR5 for determining the ordinary figure display result depending on whether the time reduction flag provided in the game control flag setting unit 152 shown in FIG. 13 is off or on. The numerical value (judgment value) to be assigned is assigned to either the common figure judgment value data or the common figure loss judgment value data. The general map display result determination table 130C is used for setting the general map change time to one of a plurality of types in accordance with the determination result of whether or not the random number MR5 matches the determination value data per universal map. When the data or the random number MR5 matches the judgment value data per map, the time for performing tilt control (tilt control time) for allowing the game ball to easily enter the second start winning opening, and the time flag is OFF Data for setting for setting depending on whether it is present or on may be included.
  In the setting of the general map display result determination table 130C shown in FIG. 9C, the random number value MR5 for determining the general map display result is any one of “1” to “15” corresponding to the case where the time reduction flag is off. In the meantime, the random value MR5 for determining the normal map display result is “1” to “140” corresponding to the case where the time flag is on. The determination value is allocated to the determination value data for the normal map and the determination value data for the general-purpose loss so that the determination value matches the determination value data for the normal map. With such a setting, when the time reduction flag is on corresponding to the probability change state or the time reduction state, the variable display result in the general game is “normal” compared to when the time reduction flag is off corresponding to the normal state. The probability of “per figure” is increased, and the frequency of tilt control for making the second start winning opening enter a state where the game ball can easily enter can be increased. Further, the normal time fluctuation times TH3 and TH4 corresponding to when the time reduction flag is on are set shorter than the normal time fluctuation times TH1 and TH2 corresponding to when the time reduction flag is off. With such a setting, when the time reduction flag is on corresponding to the probability change state or the time reduction state, the normal time fluctuation time in the normal game is shorter than when the time reduction flag is off corresponding to the normal state. Thus, it is possible to increase the frequency at which the tilt control is performed so that the game ball can easily win the second start winning opening. Further, the tilt control time TK2 corresponding to the time reduction flag being on is set longer than the tilt control time TK1 corresponding to the time reduction flag being off. With such a setting, when the time reduction flag is on, it becomes easier for the game ball to enter the second start winning opening than when it is off. In addition, when the time reduction flag is on corresponding to the time reduction state or the probability change state, the second time can be obtained by increasing the number of times tilt control is performed compared to when the time reduction flag is off corresponding to the normal state. You may make it easier to enter the game ball into the start winning opening.
  FIG. 10 shows a configuration example of the jackpot type determination table 131 stored in the ROM 101. The jackpot type determination table 131 is variably displayed based on the random number MR2 for determining the jackpot type when it is determined that the special figure display result is “big jackpot” and control is made to the jackpot game state. It is a table that is referred to in order to determine one of a plurality of types of jackpot types such as “normal”, “probability change”, and “surprise”. In the jackpot type determination table 131, whether the value of the fluctuation special figure designation buffer (fluctuation special figure designation buffer value) provided in the game control buffer setting unit 155 shown in FIG. 13 is “1” or “2”. Accordingly, a numerical value (decision value) to be compared with the random value MR2 for determining the big hit type is assigned to the big hit type such as “normal”, “probability change”, “surprise”. Here, the variable special symbol designation buffer value becomes “1” when the special symbol game using the first special symbol by the first special symbol display device 4A is executed, and the second special symbol display device 4B sets the second special symbol display device 4B. It becomes “2” when the special figure game using the special figure is executed.
  In the jackpot type determination table 131, the table data indicating the determination values assigned to a plurality of types of jackpot types is the result of determining whether to control to the 15 round jackpot state or the 2 round jackpot state, and the end of the jackpot gaming state Later, it becomes data for determination corresponding to the determination result of whether or not to control to the probability variation state. For example, the table data indicating the decision value assigned to the “normal” or “probability” jackpot type corresponds to the decision result of controlling to the 15 round jackpot state, while being assigned to the “surprise” jackpot type. The table data indicating the determined value corresponds to the determination result of controlling to the two round big hit state. In addition, the table data indicating the decision value assigned to the “normal” jackpot type corresponds to the decision result that the control is not controlled to the probability change state, while being assigned to the jackpot type of “probability change” or “surprise”. The table data indicating the determined value indicates the determination result that the control is performed in the probability variation state. The jackpot type determination table 131 is a value corresponding to the determined jackpot type (for example, any one of “0” to “2”) as a value of the jackpot type buffer provided in the game control buffer 155 (a jackpot type buffer value). Table data (setting data) may be included.
  In the jackpot type determination table 131 shown in FIG. 10, the allocation of the determined value to each jackpot type differs depending on whether the variable special figure designation buffer value is “1” or “2”. For example, for the jackpot type of “probability change”, when the fluctuation special figure designation buffer value is “1”, a determined value in the range of “37” to “72” is assigned, while the fluctuation special figure designation buffer value When “2” is “2”, a determined value in the range of “37” to “100” is assigned. When the variation special figure designation buffer value is “1”, a decision value in the range of “73” to “100” is assigned to the “surprise” jackpot type, while the variation special figure designation buffer value is “ In the case of “2”, the decision value is not assigned.
  In the setting example shown in FIG. 10, the special figure display result is “big hit” based on the fact that the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B is satisfied. When it is determined to control to the big hit gaming state, it is not determined to control to the two round big hit state with the big hit type as “surprise”. With such a setting, when the game ball is likely to enter the second start winning opening in the high opening control in the probability variation state or the short time state, the big hit type becomes “surprise” and almost no prize ball is obtained. It is possible to prevent the game from being controlled to a two-round big hit state, and to suppress a decrease in gaming interest due to a delay in the game in the probability variation state or the short time state. In particular, when the special symbol game in the second special symbol display device 4B is executed in preference to the special symbol game in the first special symbol display device 4A, the second special symbol display device 4B in the probability change state or the short time state. Since the frequency at which the special game is executed is increased, such a setting has a great effect of suppressing the decline of the game entertainment. In addition to this setting, the special symbol game in the second special symbol display device 4B is executed in preference to the special symbol game in the first special symbol display device 4A, so that 15 rounds from the probability variation state and the short time state can be obtained. The ratio of hitting big hits can be increased to improve the gaming fun.
  Even when the fluctuation special figure designation buffer value is “2”, for example, a smaller decision value than that when the fluctuation special figure designation buffer value is “1” is assigned to the special figure display result of “surprise”. You may be made to do. Further, when the gaming state is the short-time state, if the big hit type is “surprise” and the game shifts to the probable change state after the end of the two round big hit state, the degree of advantage for the player increases. Thus, when the gaming state is the short-time state, even if the variable special figure designation buffer value is “2”, the big hit type determination table 131 is assigned so that the determination value is assigned to the special figure display result of “surprise”. The table data may be configured.
  FIG. 11 shows a configuration example of a variation pattern type determination table stored in the ROM 101. In this embodiment, as the variation pattern type determination table, the big hit variation pattern type determination table 132A shown in FIG. 11A, the small hit variation pattern type determination table 132B shown in FIG. 11B, and FIG. The loss variation pattern type determination table (for normal use) 132C shown in FIG. 11 and the loss change pattern type determination table (for shortening) 132D shown in FIG. 11D are prepared in advance.
  The jackpot variation pattern type determination table 132A, when it is determined (predetermined) that the special figure display result is “big hit”, the variation pattern type is changed according to the determination result of the jackpot type. This is a table that is referred to in order to determine one of a plurality of types based on the numerical value MR3. In the jackpot variation pattern type determination table 132A, a numerical value (compared with the random value MR3 for determining the variation pattern type depending on whether the determination result of the jackpot type is “normal”, “probability variation”, or “surprise variation” ( Determined value) is assigned to any one of the variation pattern type CA3-1 to the variation pattern type CA3-3, the variation pattern type CA4-1, and the variation pattern type CA4-2. In the jackpot variation pattern type determination table 132A, the determined value is assigned to each variation pattern type so that the ratio determined for each variation pattern type differs depending on which of the plurality of types of jackpot types is determined. There is a part. For example, depending on whether the big hit type is “normal” or “probable change”, the assignment of the decision value to the variation pattern type CA3-1 to variation pattern type CA3-3 differs. Thereby, the ratio determined to the same variation pattern type can be varied according to the determination result as to which of the multiple types of jackpot types.
  Further, in the jackpot variation pattern type determination table 132A, there is a portion in which the determined values are assigned to different variation pattern types depending on which of the plurality of types of jackpot types is determined. For example, when the big hit type is “normal” or “probable change”, the decision value is assigned to the variation pattern type CA3-1 to the variation pattern type CA3-3, while the variation pattern type CA4-1. In addition, no determination value is assigned to the variation pattern type CA4-2. On the other hand, when the big hit type is “surprise”, the decision value is assigned to the variation pattern type CA4-1 and the variation pattern type CA4-2, while the variation pattern type CA3-1 to CA4-2. No decision value is assigned to the variation pattern type CA3-3. As a result, when the special figure display result is “big hit” and the big hit type is controlled to the 2 round big hit state according to the “surprise”, the variation pattern type different from the case of being controlled to the 15 round big hit state is determined. can do.
  When the jackpot type is determined as “normal”, “probability change”, or “surprise change”, depending on whether the gaming state in the pachinko gaming machine 1 is a normal state, a probability change state, or a short-time state The assignment of the decision value to each variation pattern type may be made different. Thereby, the ratio determined to the same fluctuation | variation pattern classification can be varied according to which of a plurality of types of gaming states. In addition, when the big hit type is determined as “normal”, “probability change”, or “surprise change”, depending on whether the game state in the pachinko gaming machine 1 is a normal state, a probability change state, or a short-time state The determination value may be assigned to different variation pattern types. Thereby, it is possible to determine different variation pattern types depending on which of the plurality of types of gaming states.
  The small hit variation pattern type determination table 132B is a table that is referred to in order to determine the variation pattern type when it is determined (predetermined) that the special figure display result is “small hit”. In the small hit variation pattern type determination table 132B, all numerical values (determination values) to be compared with the random value MR3 for determining the variation pattern type are assigned to the variation pattern type CA4-1. Here, a part of the determined value is assigned to the variation pattern type CA4-1 in accordance with the case where the jackpot type is “surprise” in the jackpot variation pattern type determination table 132A shown in FIG. . As described above, the variation pattern type CA4-1 is a common variation pattern type in the case where the big hit type is “surprise” and in the case where the special figure display result is “small hit”. That is, the table data corresponding to the big hit type “surprise” in the big hit variation pattern type determination table 132A and the table data constituting the small hit variation pattern type determination table 132B include a common variation pattern type. Is set to
  When the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D are determined (predetermined) as the special figure display result to be “lost”, the variation pattern type is determined. This is a table that is referred to in order to determine one of a plurality of types based on the random value MR3 for determining the variation pattern type. Here, the loss variation pattern type determination table (for normal use) 132C is used when the variable display time of special symbols and decorative symbols is not shortened, for example, when the gaming state is normal and the total number of reserved memories is less than “3”. Selected as the table used. On the other hand, the loss variation pattern type determination table (for shortening) 132D is special when, for example, the game state is a probability change state or a short time state, or when the total number of reserved memories is “3” or more even in the normal state. It is selected as a use table when the variable display time of symbols and decorative symbols is shortened.
  Note that the variation pattern type is determined by referring to different determination tables when the gaming state is a probability change state or a short-time state and when the gaming state is a normal state and the total number of reserved memories is “3” or more. You may be made to be. Further, the variation pattern type may be determined by referring to a different determination table depending on whether or not the total reserved storage number is a predetermined number other than “3” or not. Furthermore, when the total pending memory number is “0”, when the total pending memory number is “1”, when the total pending memory number is “2”, the total pending memory number is “3”. The change pattern type may be determined with reference to different determination tables when there is a certain number and when the total number of reserved memories is “4”. In addition, when the total number of reserved memories is less than “3”, the variation pattern type is determined with reference to a common determination table, while the total number of reserved memories is “3”. The change pattern type may be determined by referring to a different determination table when the total number of reserved memories is “4”. Alternatively, instead of the total number of reserved memories, the variation pattern type is determined by referring to a different determination table depending on whether the first reserved memory number and the second reserved memory number are equal to or greater than a predetermined number. You may do it. In this case, when the first reserved memory number and the second reserved memory number are greater than or equal to a predetermined number (for example, “3”, etc.), the variation pattern type includes a variation pattern that has a shorter variable display time than when it is less than the predetermined number. It suffices that the determined value is assigned to each variation pattern type so that the ratio determined to be higher. Alternatively, even when the gaming state is a probabilistic state or a short time state, it is determined whether or not the total number of reserved memories is a predetermined number (for example, “1” or the like), and different determination tables are set according to the determination result. The change pattern type may be determined with reference to the reference. For example, if the total number of stored storages is less than a predetermined number in the probability variation state or the time reduction state, the loss variation pattern type determination table (for normal use) 132C is selected as the use table, while the probability variation state or the time reduction state exists. Sometimes, if the total number of reserved memories is equal to or greater than a predetermined number, the loss variation pattern type determination table (for shortening) 132D may be selected as the use table.
  In the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, the numerical value (determination value) to be compared with the random value MR3 for determining the variation pattern type is the variation pattern type CA1-. 1 to a variation pattern type CA1-3 and a variation pattern type CA2-1 to a variation pattern type CA2-4. In the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, a determination value is assigned to each variation pattern type so that the ratio determined for each variation pattern type is different. There is a part that. For example, in the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, assignment of determination values to the variation pattern type CA1-3 and the variation pattern type CA2-1 is different. . Thereby, the ratio determined for the same variation pattern type can be varied depending on whether or not the variable display time of the special symbol or the decorative symbol is shortened.
  Further, in the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, there are portions where determination values are assigned to different variation pattern types. For example, in the loss variation pattern type determination table (for normal use) 132C, determination values are not assigned to the variation pattern type CA1-2 and the variation pattern type CA2-3, while the variation pattern type CA1-1 and the variation pattern A decision value is assigned to the type CA2-2. On the other hand, in the loss variation pattern type determination table (for shortening) 132D, no determination value is assigned to the variation pattern type CA1-1 or the variation pattern type CA2-2, while the variation pattern type CA1-2. Further, a determination value is assigned to the variation pattern type CA2-3. Thereby, depending on whether or not the variable display time of special symbols and decorative symbols is shortened, it is possible to determine different variation pattern types.
  In this embodiment, if the random value MR3 for determining the variation pattern type is within the range of “230” to “251”, the super reach (super The variation pattern type CA2-4 and the variation pattern type CA3-3 including a variation pattern with reach α or super reach β) are determined. That is, when the random value MR3 for determining the variation pattern type extracted from the random number circuit 104 or the like is any one of “230” to “251”, at least super reach is involved regardless of the gaming state and the total number of reserved memories. The variable display of the decorative design is executed.
  In addition, when the special figure display result is determined to be “losing”, the determined value for each variation pattern type depends on whether the gaming state in the pachinko gaming machine 1 is the normal state, the probability variation state, or the short-time state. The assignment may be different. Thereby, the ratio determined to the same fluctuation | variation pattern classification can be varied according to which of a plurality of types of gaming states. In addition, when the special figure display result is determined to be “losing”, the determined value is set to a different variation pattern type depending on whether the gaming state in the pachinko gaming machine 1 is a normal state, a probability variation state, or a short-time state. It may be assigned. Thereby, it is possible to determine different variation pattern types depending on which of the plurality of types of gaming states.
  In this embodiment, by referring to the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, the variation pattern type CA1-1 to the variation pattern type CA1-3 and the variation The pattern type can be determined as any one of the pattern types CA2-1 to CA2-4. Here, as shown in FIG. 8, the variation pattern types CA1-1 to CA1-3 are variation pattern types corresponding to the case where the variable display result is “lost” and the variable display mode is “non-reach”. It is. The variation pattern types CA2-1 to CA2-4 are variation pattern types corresponding to the case where the variable display result is “losing” and the variable display mode is “reach”. Therefore, based on the random value MR3 for determining the variation pattern type, by referring to the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, It is possible to determine whether or not the variable display state of the decorative symbol is set to the reach state.
  The determination values assigned to the variation pattern type CA1-2 and the variation pattern type CA1-3 in the loss variation pattern type determination table (shortening) 132D are the variation patterns in the loss variation pattern type determination table (normal) 132C. It is larger than the determined value assigned to the type CA1-1 and the variation pattern type CA1-3. With such a setting, when the variable display time of the special symbol or the decorative symbol is shortened, it is determined that the variable symbol display state of the decorative symbol is not set to the reach state at a higher rate than when the variable symbol is not shortened. If the average variable display time in the non-reach fluctuation pattern is set to be shorter than the average variable display time in the reach fluctuation pattern, the total reserved storage number is a predetermined number (specifically, “ 3 ") or more, the average variable display time can be shortened compared to when it is less than the predetermined number, and when it is in the probabilistic state or the short time state, the total number of stored storages in the normal state As compared with the case where is less than a predetermined number (specifically, “3”), the average variable display time can be shortened.
  FIG. 12 shows a configuration example of a variation pattern determination table stored in the ROM 101. In this embodiment, a loss variation pattern determination table 133A shown in FIG. 12A and a hit variation pattern determination table 133B shown in FIG. 12B are prepared in advance as variation pattern determination tables.
  The loss variation pattern determination table 133A is based on the random value MR4 for determining the variation pattern according to the determination result of the variation pattern type, etc., when it is determined (preliminary determination) that the special figure display result is “loss”. It is a table referred to in order to determine any one of a plurality of types of variation patterns. In the loss variation pattern determination table 133A, the numerical value (determination value) to be compared with the random value MR4 for determining the variation pattern according to the variation pattern type is one corresponding to the case where the special figure display result is “lost”. Or, it is assigned to a plurality of variation patterns (loss variation patterns).
  In the loss variation pattern determination table 133A, a determination value is assigned to the variation pattern PA1-3 corresponding to the case where the variation pattern type is CA1-3. As shown in FIG. 7, the variation pattern PA1-3 is a variation pattern in which a variable display effect of “slip” is executed when the variable display result is “losing” and the variable display mode is “non-reach”. With such a setting, even when the variable display result is “losing” and the variable display mode is “non-reach”, the variable pattern effect such as “slip” is executed by being determined by the variation pattern PA1-3. Can do. In the loss variation pattern determination table 133A, a determination value is assigned to the variation pattern PA1-4 corresponding to the case where the variation pattern type is CA1-3. As shown in FIG. 7, when the variable display result is “losing” and the variable display mode is “non-reach”, the variation pattern PA1-4 has a pseudo continuous variation (revariation) with a variable display effect of “pseudo continuous”. ) Is executed once. With such a setting, even when the variable display result is “losing” and the variable display mode is “non-reach”, the variable display effect of “pseudo-continuous” is executed by being determined as the variation pattern PA1-4. Can do.
  Note that the ratio determined for the variation pattern for executing the variable display effect may be different depending on whether the variable display time of the special symbol or the decorative symbol is shortened. As an example, in the loss variation pattern type determination table (for shortening) 132D shown in FIG. 11 (D), a smaller determined value than the loss variation pattern type determination table (normal) 132C shown in FIG. It may be assigned to the pattern types CA1-3. In the setting example of the variation pattern shown in FIG. 7, the special pattern variation time (variable display time of the special symbol) in the variation pattern PA1-1 in which the variable display effects such as “pseudo ream” and “slip” are not executed is 12000 milliseconds [ ms], the special figure fluctuation time in the fluctuation pattern PA1-2 is set to 3000 milliseconds [ms]. On the other hand, the fluctuation pattern PA1-4 for executing the variable display effect of “pseudo” is 16000 milliseconds [ms] in the fluctuation pattern PA1-3 for executing the variable display effect of “slip”. The special figure fluctuation time at is set to 24000 [ms]. That is, when the variable display mode is “non-reach”, the special pattern change time in the change pattern PA1-3 for executing the “slip” variable display effect, or the change pattern for executing the “pseudo-continuous” variable display effect. The special figure fluctuation time in PA1-4 is longer than the special figure fluctuation time in the fluctuation pattern in which these variable display effects are not executed.
  For example, when the total number of reserved memories is equal to or greater than a predetermined number (eg, “3”), there is a variation pattern that executes variable display effects such as “sliding” and “pseudo-continuous” compared to a case where the total number is less than the predetermined number. A determination value is assigned to each variation pattern type so that the ratio determined to the included variation pattern types CA1-3 is low. As a result, when the total number of reserved memories is greater than or equal to the predetermined number, the average variable display time can be shortened compared to when the total number is less than the predetermined number. Further, for example, in the case of the probability change state or the short time state, the ratio determined as the variation pattern type CA1-3 is larger than that in the normal state when the total number of reserved memories is less than a predetermined number (for example, “3”). A determined value is assigned to each variation pattern type so as to be lower. As a result, the average variable display time can be shortened when the probability change state or the time reduction state is set, compared to when the total number of reserved storage is less than the predetermined number in the normal state.
  When the hit variation pattern determination table 133B is determined (pre-determined) as the special figure display result to be “big hit” or “small hit”, the fluctuation pattern determination random number is determined according to the determination result of the variation pattern type. It is a table referred to in order to determine a variation pattern as one of a plurality of types based on the numerical value MR4. In the winning variation pattern determination table 133B, a numerical value (decision value) to be compared with the random value MR4 for determining the variation pattern according to the variation pattern type indicates that the special figure display result is “big hit” or “small hit”. Are assigned to one or a plurality of variation patterns (per variation pattern).
  The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM that is partially or entirely backed up by a backup power source created on a predetermined power supply board. That is, even if the power supply to the pachinko gaming machine 1 is stopped, a part or all of the contents of the RAM 102 is stored for a predetermined period (until the backup power supply cannot be supplied because the capacitor as the backup power supply is discharged). The In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special figure process flag) and data indicating the number of unpaid prize balls may be 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 winning balls are defined as data indicating the progress state of the game.
  Such a RAM 102 is provided with a game control data holding area 150 as shown in FIG. 13 as an area for holding various data used for controlling the progress of the game in the pachinko gaming machine 1. Yes. The game control data holding area 150 shown in FIG. 13 includes a first special figure hold storage unit 151A, a second special figure hold storage unit 151B, a start data storage unit 151C, a game control flag setting unit 152, and a game control. A timer setting unit 153, a game control counter setting unit 154, and a game control buffer setting unit 155 are provided.
  The first special figure holding storage unit 151A is a special game in which a game ball wins a first starting winning opening formed by the normal winning ball apparatus 6A and the first starting condition is satisfied but the first starting condition is not satisfied. The hold data of (a special game using the first special figure by the first special symbol display device 4A) is stored. As an example, the first special figure reservation storage unit 151A associates with a holding number in the winning order (game ball detection order) to the first start winning opening and sets the first start condition by the winning (game ball detection). Based on the establishment, numerical data indicating various random values extracted from the random number circuit 104 or the like by the CPU 103 is set as pending data, and stored until the stored number reaches a predetermined upper limit value (for example, “4”). In this embodiment, numerical data indicating the random number value MR1 for determining the special figure display result, numerical data indicating the random value MR2 for determining the jackpot type, numerical data indicating the random value MR3 for determining the variation pattern type, Is stored in the first special figure reservation storage unit 151A as the hold data.
  The second special figure holding storage unit 151B receives the game ball at the second start winning opening formed by the normally variable winning ball apparatus 6B and the second start condition is satisfied, but the second start condition is not satisfied. Hold data of a game (a special game using the second special figure by the second special symbol display device 4B) is stored. As an example, the second special figure holding storage unit 151B associates the holding number with the winning order (game ball detection order) to the second start winning opening, and sets the second start condition by the winning (game ball detection). Based on the establishment, numerical data indicating various random values extracted from the random number circuit 104 or the like by the CPU 103 is set as pending data, and stored until the number reaches a predetermined upper limit value (for example, “4”). In this embodiment, numerical data indicating the random value MR1 for determining the special figure display result, numerical data indicating the random value MR2 for determining the jackpot type, numerical data indicating the random value MR3 for determining the variation pattern type, Is stored in the second special figure holding storage unit 151B as holding data.
  The start data storage unit 151C stores start data indicating which game ball has won in either the first start winning opening or the second starting winning opening, so that the order of winning of each game ball can be specified. As an example, the start data storage unit 151C stores “first” start data corresponding to winning in the first start winning opening or “second” start data corresponding to winning in the second starting winning opening. The game ball is stored in association with the hold number according to the winning order of each game ball.
  The game control flag setting unit 152 is provided with a plurality of types of flags that can be updated in accordance with the progress of the game in the pachinko gaming machine 1. For example, the game control flag setting unit 152 stores data indicating a flag value and data indicating an on state or an off state for each of a plurality of types of flags. In this embodiment, the game control flag setting unit 152 is provided with a special figure process flag, a common figure process flag, a big hit flag, a small hit flag, a probability change flag, a short time flag, and the like.
  The special figure process flag indicates the progress of the special figure game using the first special figure by the first special symbol display device 4A, the progress of the special figure game using the second special figure by the second special symbol display device 4B, and the like. In the step S15 of FIG. 21 executed for control and the special symbol process shown in FIG. 22, which process is to be selected and executed is instructed. The normal symbol process flag is used to select / execute processing in step S16 of FIG. 21 or the normal symbol process shown in FIG. 30 in order to control the progress of the normal symbol game using the normal symbol by the normal symbol indicator 20. Tell what to do.
  The big hit flag is set to the on state in response to a determination (predetermined) that the special figure display result is “big hit” when the special figure game is started. On the other hand, the big hit flag is cleared and turned off in response to the big hit symbol being stopped and displayed as a confirmed special symbol in the special figure game. The small hit flag is set to an on state in response to a determination (predetermined) that the special figure display result is “small hit” when the special figure game is started. On the other hand, the small hit flag is cleared and turned off in response to the small hit symbol being stopped and displayed as a confirmed special symbol in the special figure game.
  The probability change flag is set to an on state in response to the gaming state in the pachinko gaming machine 1 being controlled to a probability change state, while being cleared to an off state in response to the end of the probability change state. . The time reduction flag is set to the on state in response to the game state in the pachinko gaming machine 1 being in the probability change state or the time reduction state and the time reduction control is started, while the probability change state or the time reduction state is ended. It is cleared and turned off in response to.
  The game control timer setting unit 153 is provided with various timers used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control timer setting unit 153 stores data indicating timer values in each of a plurality of types of timers. In this embodiment, the game control timer setting unit 153 is provided with a game control process timer, a special figure variation timer, a common figure variation timer, and the like.
  The game control process timer is for measuring, for example, a time for controlling the progress of the big hit gaming state on the main board 11 side. As a specific example, the game control process timer stores, as a game control process timer value, data indicating a timer value corresponding to a time measured to control the progress of the big hit gaming state, and periodically counts down. Used as a counter. Alternatively, the game control process timer may be used as an up counter that stores data indicating a timer value corresponding to an elapsed time from a predetermined time, such as a start time of a big hit gaming state, and counts up periodically.
  The special figure variation timer is for measuring, on the main board 11 side, a time for controlling the progress of the special figure game such as a variable symbol display time (special figure variation time) in the special figure game. . As a specific example, the special figure variation timer stores data indicating a timer value corresponding to the time measured in order to control the progress of the special figure game as a special figure fluctuation timer value and periodically counts down. Used as a counter. Alternatively, the special figure variation timer may be used as an up counter that stores data indicating a timer value corresponding to the elapsed time from the start time of the special figure game and periodically counts up.
  The universal variation timer is for measuring, on the main board 11 side, a time for controlling the progress of the universal diagram game such as a variable symbol display time (ordinary variation time) of the normal symbol in the ordinary game. . As a specific example, the normal fluctuation timer stores data indicating a timer value corresponding to the time measured to control the progress of the normal figure game as a normal fluctuation timer value, and periodically counts down. Used as a counter. Alternatively, the normal time variation timer may be used as an up counter that stores data indicating a timer value corresponding to the elapsed time from the start time of the normal time game and periodically counts up.
  The game control counter setting unit 154 is provided with a plurality of types of counters for counting the count values used for controlling the progress of the game in the pachinko gaming machine 1. For example, the game control counter setting unit 154 stores data indicating the count value in each of a plurality of types of counters. In this embodiment, the game control counter setting unit 154 is provided with a random counter, a first reserved memory number counter, a second reserved memory number counter, a total reserved memory number counter, a short time counter, a round number counter, and the like. .
  The random counter of the game control counter setting unit 154 is a numerical value extracted from the random number circuit 104 or a part of the numerical data indicating the random number value used for controlling the progress of the game. This is for the CPU 103 to count the data so that it can be updated by software. For example, in the random counter of the game control counter setting unit 154, numerical data indicating the random number values MR2 to MR6 is stored as a random count value, and each random number is randomly or irregularly set according to the execution of software by the CPU 103. The numerical data indicating the numerical value is updated. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the numerical data update operation in the random number circuit 104, or may be extracted from the random number circuit 104. The random count value may be updated by performing predetermined processing such as scramble processing or arithmetic processing on all or part of the numerical data.
  The first reserved memory number counter is for counting the first reserved memory number that is the number of reserved data in the first special figure reserved memory unit 151A. For example, in the first reserved memory number counter, count value data corresponding to the first reserved memory number is stored as the first reserved memory number count value, and updated (for example, 1) Addition or 1 subtraction). The second reserved memory number counter is for counting the second reserved memory number that is the number of reserved data in the second special figure reserved memory unit 151B. For example, in the second reserved memory number counter, count value data corresponding to the second reserved memory number is stored as the second reserved memory number count value, and updated (for example, 1) Addition or 1 subtraction). The total reserved memory number counter is for counting the total reserved memory number obtained by adding up the first reserved memory number and the second reserved memory number. For example, count value data corresponding to the total reserved memory number is stored in the total reserved memory number counter as a total reserved memory number count value, and updated (for example, 1 addition or 1 subtraction) in accordance with the increase or decrease in the total reserved memory number )
  The time reduction counter is used to count the number of remaining special-purpose games that can be executed until the time reduction control is ended when the gaming state of the pachinko gaming machine 1 is the time reduction state. For example, when the jackpot gaming state is ended, data indicating the count initial value “100” corresponding to the jackpot type buffer value being “0” is set as the hourly count count value in the hourly number counter. . Thereafter, until the variable display result becomes “big hit”, the time count count value is subtracted by 1 every time the special game is finished. Then, when the time reduction count value reaches “0”, the time reduction flag is cleared and turned off, for example, to control to end the time reduction state and shift to the normal state.
  The round number counter is for counting the number of round games executed in the big hit gaming state. For example, in the round number counter, data indicating a count initial value “1” at the start of the big hit gaming state is set as the round number count value. When one round game is finished and the next round game is started, the round count value is incremented by 1 and updated.
  Game control buffer setting unit 155 Various buffers for temporarily storing data used for controlling the progress of the game in the pachinko gaming machine 1 are provided. For example, the game control buffer setting unit 155 stores data indicating buffer values in each of a plurality of types of buffers. In this embodiment, the game control buffer setting unit 155 is provided with a transmission command buffer, a start port buffer, a variation special figure designation buffer, a big hit type buffer, and the like.
  The transmission command buffer is used to temporarily store setting data for transmitting a control command from the main board 11 to the sub-side control board. For example, the transmission command buffer includes a plurality of buffer areas (for example, “12”), and setting data indicating storage addresses in the ROM 101 of the command table corresponding to the control command to be transmitted is stored in each buffer area. The In addition, a buffer area where setting data is written and read in the transmission command buffer may be specified by a transmission command pointer or the like, and a plurality of buffer areas may be used as a ring buffer.
  The starting port buffer stores a buffer value indicating whether a game ball that has entered the first starting winning port or the second starting winning port is detected. As an example, “1” is set in the start port buffer value in response to the normal detection of a game ball that has entered the first start winning port by the first start port switch 22A. Further, “2” is set to the start port buffer value in response to the normal detection of the game ball that has entered the second start winning port by the second start port switch 22B.
  The variable special symbol designation buffer includes a special symbol game using the first special symbol by the first special symbol display device 4A and a special symbol game using the second special symbol by the second special symbol display device 4B. A buffer value indicating whether the special figure game is executed is stored. As an example, “1” is set in the variable special figure designation buffer value in response to the execution of the special figure game using the first special figure by the first special symbol display device 4A. Further, “2” is set in the variable special figure designation buffer value in response to the execution of the special figure game using the second special figure by the second special symbol display device 4B. Then, in response to the end of the special figure game, the variable special figure designation buffer value is set to “0”.
  The big hit type buffer stores a buffer value corresponding to a determination result in which the big hit type is one of a plurality of types when the variable display result is “big hit”. As an example, based on the setting in the jackpot type determination table 131 as shown in FIG. 10, if the jackpot type is “normal”, the jackpot type buffer value is set to “0” and the jackpot type is “probable change”. For example, “1” is set to the big hit type buffer value, and “2” is set to the big hit type buffer value if the big hit type is “surprise”.
  The I / O 105 included in the game control microcomputer 100 shown in FIG. 2 has an input port for receiving various signals transmitted to the game control microcomputer 100, and various signals to the outside of the game control microcomputer 100. And an output port for transmission.
  As shown in FIG. 2, the effect control board 12 is provided with an effect control CPU 120 that performs a control operation according to a program, a ROM 121 that stores an effect control program, fixed data, and the like, and a work area for the effect control CPU 120. Random number for updating numerical data indicating random numbers independently of the RAM 122, the display control unit 123 for executing processing for determining the control content of the display operation in the image display device 5, and the effect control CPU 120 A circuit 124 and an I / O 125 are mounted. As an example, in the effect control board 12, when the effect control CPU 120 executes an effect control program read from the ROM 121, a process for controlling the effect operation by the effect electric component is executed. At this time, the effect control CPU 120 reads the fixed data from the ROM 121, the effect control CPU 120 writes the various data to the RAM 122 and temporarily stores the data, and the effect control CPU 120 stores the effect data in the RAM 122. Fluctuation data reading operation for reading out various fluctuation data temporarily stored, the reception control CPU 120 for receiving the input of various signals from the outside of the presentation control board 12 via the I / O 125, and the presentation control CPU 120 for I / O A transmission operation for outputting various signals to the outside of the effect control board 12 via O125 is also performed.
  The effect control CPU 120, the ROM 121, and the RAM 122 may be included in a one-chip effect control microcomputer mounted on the effect control board 12. Alternatively, while the production control CPU 120 is built in the production control microcomputer, at least one of the ROM 121 and the RAM 122 may be externally attached to the production control microcomputer. The random number circuit 124 may be any one that is built in or externally attached to the production control microcomputer. In the effect control board 12, wiring for transmitting a video signal to the image display device 5, wiring for transmitting a sound effect signal as an information signal indicating sound number data to the sound control board 13, Wiring for transmitting an electrical decoration signal as an information signal indicating lamp data is connected to the lamp control board 14. Furthermore, the effect control board 12 is also connected to wiring for transmitting an operation detection signal as an information signal indicating that the player's operation action on the operation button 30 has been detected from the operation detection switch 31.
  On the effect control board 12, for example, the random number circuit 124 or the like counts the numerical data indicating various random values used for controlling the effect operation so as to be updatable. The random number used for controlling such a production operation is also called a production random number. FIG. 14 is an explanatory view illustrating random numbers counted on the side of the effect control board 12. As shown in FIG. 14, in this embodiment, the numerical data indicating the pre-reading effect execution period determination random value SR1 is controlled to be countable on the effect control board 12 side. In addition, in order to improve a production effect, random numbers other than these may be used. For example, numerical data indicating a random number value for determining the final stop symbol used for determining a final decorative symbol (final stop symbol) that becomes a variable display result of the decorative symbol may be controlled to be countable.
  The effect control CPU 120 uses a random counter different from the random number circuit 124 such as a random counter provided in the effect control counter setting unit 193 shown in FIG. 19 to update various numerical data by software. Numerical data indicating a part of the numerical values SR1 and SR2 may be counted. Alternatively, by performing predetermined processing such as scramble processing and calculation processing using all or part of the numerical data updated by the random number circuit 124, the numerical data indicating all or part of the rendering random number is updated. You may make it do. When the random number circuit 124 is not mounted on the effect control board 12, the effect control CPU 120 may count numerical data indicating all the effect random numbers using a random counter.
  The random number SR1 for determining the prefetch effect pattern is a random value used to determine the prefetch effect pattern as one of a plurality of types prepared in advance. Takes a value.
  The random value SR2 for determining the pre-reading effect execution period is either for the pre-reading effect at the start of the jackpot gaming state (also referred to as “at the start of the jackpot”), during the round in the jackpot gaming state, or in the jackpot gaming state The period from the end of one round to the start of the next round (also referred to as “in jackpot control”), from the end of the last round in the jackpot game state to the start of the next variable display game It is a random value used to determine which period of the period (also referred to as “at the end of jackpot”), and takes a value in the range of “1” to “71”.
  In addition to the effect control program, the ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used for controlling the effect operation. For example, the ROM 121 stores table data constituting a plurality of determination tables, determination tables, and control pattern tables prepared for the production control CPU 120 to perform various determinations, determinations, and controls.
  FIG. 15 shows a configuration example of the battle effect pattern determination table 160 stored in the ROM 121. The battle effect pattern determination table 160 selects one of a plurality of types of battle effect patterns according to the value of the battle effect counter (battle effect count value) and the value of the effect pattern designation buffer (effect pattern designation buffer value). It is a table that is referenced to determine whether or not. Here, the battle effect counter indicates the remaining number of decorative display variable displays that are executed until the battle effect ends. At the time when the battle effect pattern is determined, the battle effect counter is executed. The total number of variable displays is shown. In addition, the effect pattern designation buffer indicates which of the characters A to D shown in FIGS. 4A to 4D is the enemy character that the teammate character fights in the battle effect, and the effect display that the teammate character wins the enemy character. This shows which of the losing effects display is executed.
  Specifically, the effect pattern designation buffer value “1” indicates that an effect display in which the teammate character loses the battle with the character A shown in FIG. “2” indicates that an effect display in which the teammate character wins the battle with the character A is executed in the battle effect. Further, the effect pattern designation buffer value “3” indicates that an effect display in which the teammate character loses the battle with the character B shown in FIG. 4B is executed in the battle effect, and the effect pattern designation buffer value “4”. Shows that the effect display that the teammate character wins the battle with the character B is executed in the battle effect. Further, the effect pattern designation buffer value “5” indicates that an effect display in which the teammate character loses the battle with the character C shown in FIG. 4C is executed in the battle effect, and the effect pattern designation buffer value “6”. Shows that the effect display that the teammate character wins the battle with the character C is executed in the battle effect. And the effect pattern designation | designated buffer value "7" has shown that the premiere effect in which the character D shown in FIG.4 (D) appears in a battle effect is performed.
  FIG. 16 shows a configuration example of the prefetch effect pattern determination table 161 stored in the ROM 121. The prefetch effect pattern determination table 161 indicates whether there is a prefetch result in which the special figure display result is “big hit” in the prefetch result notification command reception buffer 200 (FIG. 20), and the special figure display result is “big hit”. Based on the random number SR2 for determining the pre-reading effect pattern according to the hold number associated with the pre-reading result to be referred to, it is referred to determine the pre-reading effect pattern as one of a plurality of types. It is a table.
  Here, in the pre-reading effect pattern of the pre-reading effect A, for example, an effect image such as “What is the opponent of the battle?” Is displayed on the image display device 5, and then, The effect display which gradually raises the character A shown in 4 (A) is performed. In the prefetch effect pattern of the prefetch effect B, an effect image such as “What is the opponent of the battle?” Is displayed on the image display device 5 and then the character B shown in FIG. 4B gradually emerges. Perform production display. Furthermore, in the pre-reading effect pattern of the pre-reading effect C, an effect image such as “What is the opponent of the battle?” Is displayed on the image display device 5 and then the character C shown in FIG. 4C gradually emerges. Perform production display. In the pre-reading effect pattern of the pre-reading effect D, for example, an effect image such as “What is the battle partner?” Is displayed on the image display device 5 and then the character D shown in FIG. 4D gradually emerges. Display.
  In the setting of the prefetching effect pattern determination table 161, when there is no prefetching result in which the special figure display result is “big hit” in the prefetching result notification command reception buffer 200 (FIG. 20), the random value SR2 for prefetching effect determination. Among the numerical values (decision values) to be compared, values in the range of “1” to “10” are assigned to the prefetch effect pattern of the prefetch effect A. On the other hand, in the prefetch result notification command reception buffer 200 (FIG. 20), when there is a prefetch result in which the special figure display result is “big hit”, it is associated with the prefetch result in which the special figure display result is “big hit”. When the reserved number is “7” or “8”, a value in the range of “1” to “20” among the determined values is assigned to the prefetch effect pattern of the prefetch effect A, and the hold number is “ When the value is “5” or “6”, a value in the range of “1” to “40” among the determined values is assigned to the prefetch effect pattern of the prefetch effect A, and the hold number is “3” or “4”. ”Is assigned to the pre-reading effect pattern of the pre-reading effect A among the determined values, and when the hold number is“ 1 ”or“ 2 ”, Among the determined values, values in the range of “1” to “160” are prefetched effects. It is assigned to the look-ahead effect pattern. That is, in the prefetch effect pattern determination table 161, when there is a prefetch result in which the special figure display result is “big hit” in the prefetch result notification command reception buffer 200 (FIG. 20), the special figure display result is “big hit”. It is set so that the proportion of the pre-reading effect pattern of the pre-reading effect A selected is higher than when there is no pre-reading result. With such a setting, in the pre-reading effect, when the effect display that gradually raises the character A shown in FIG. 4A is performed, in the hold variation performed after the end of the pre-reading effect, the decorative pattern is displayed. It is possible to increase the possibility of performing variable display in which the variable display result is “big hit”. For this reason, in the battle effect executed with the hold fluctuation, the possibility that the teammate character wins the battle with the character A is increased. Further, in the prefetch effect pattern determination table 161, the smaller the holding number associated with the prefetch result whose special figure display result is “big hit” is, the smaller the proportion of the prefetch effect pattern of prefetch effect A selected. It is set to be high. With such a setting, in the pre-reading effect, when the effect display that gradually raises the character A shown in FIG. 4A is performed, in the hold variation performed after the end of the pre-reading effect, It is possible to increase the possibility of shortening the time until the decorative symbol to be derived is displayed. For this reason, in the battle effect executed with the hold fluctuation, the possibility that the teammate character will end the battle with the character A in a short period of time increases.
  Further, in the setting of the prefetching effect pattern determination table 161, if there is no prefetching result in which the special figure display result is “big hit” in the prefetching result notification command reception buffer 200 (FIG. 20), the prefetching effect determination determination disturbance Among the numerical values (decision values) to be compared with the numerical value SR2, values in the range of “41” to “200” are assigned to the prefetch effect pattern of the prefetch effect C. On the other hand, in the prefetch result notification command reception buffer 200 (FIG. 20), when there is a prefetch result in which the special figure display result is “big hit”, it is associated with the prefetch result in which the special figure display result is “big hit”. When the reserved number is “7” or “8”, a value in the range of “111” to “190” among the determined values is assigned to the prefetch effect pattern of the prefetch effect C, and the hold number is “ When the value is “5” or “6”, a value in the range of “151” to “190” among the determined values is assigned to the prefetch effect pattern of the prefetch effect C, and the hold number is “3” or “4”. ”Is assigned to the pre-reading effect pattern of the pre-reading effect C among the determined values, and when the hold number is“ 1 ”or“ 2 ”, Among the determined values, “181” to “190 The value of the range is assigned to the preliminary read-out effect pattern look-ahead effect C. That is, in the prefetch effect pattern determination table 161, when there is a prefetch result in which the special figure display result is “big hit” in the prefetch result notification command reception buffer 200 (FIG. 20), the special figure display result is “big hit”. It is set so that the proportion of the prefetch effect pattern of the prefetch effect C selected is higher than when there is no prefetch result. With such a setting, in the pre-reading effect, when the effect display that gradually raises the character C shown in FIG. It is possible to increase the possibility of performing variable display in which the variable display result is “big hit”. For this reason, in the battle effect executed by the hold fluctuation, the possibility that the teammate character loses the battle with the character C is increased. Further, in the prefetch effect pattern determination table 161, the proportion of the prefetch effect pattern of the prefetch effect C that is selected becomes larger as the holding number associated with the prefetch result whose special figure display result is “big hit” is larger. It is set to be high. With such a setting, in the pre-reading effect, when the effect display that gradually raises the character C shown in FIG. It is possible to increase the possibility that the time until the decorative symbol to be derived is displayed will be longer. For this reason, in the battle effect executed with the hold fluctuation, the possibility that the teammate character battles the character C for a long time increases.
  Furthermore, in the setting of the prefetching effect pattern determination table 161, if there is no prefetching result in which the special figure display result is “big hit” in the prefetching result notification command reception buffer 200 (FIG. 20), the prefetching effect determination determination randomness A numerical value (determined value) to be compared with the numerical value SR2 is not assigned to the prefetch effect pattern of the prefetch effect D. On the other hand, when there is a pre-read result in which the special figure display result is “big hit”, a value in the range of “191” to “200” among the determined values is assigned to the pre-read effect pattern of the pre-read effect D. It has been. With such a setting, in the pre-reading effect, when the effect display that gradually raises the character D shown in FIG. It can be determined that the display result is “big hit”.
  FIG. 17 shows a configuration example of the prefetch effect execution period determination table 162 stored in the ROM 121. The pre-reading effect execution period determination table 162 executes the pre-reading effect in any one of the periods when the big hit starts, during the big hit control, and when the big hit ends based on the random number SR2 for determining the prefetching effect execution period. A table that is referenced to determine whether to do.
  The ROM 121 mounted on the effect control board 12 includes a light emitting body such as the image display device 5, speakers 8L and 8R, game effect lamps 9 and decoration LEDs, operation buttons 30, and movable members included in the effect item. In order to control the production operation using the production device (production electrical component) including a plurality of types, pattern data constituting the production control pattern is stored in advance. Such an effect control pattern may include, for example, a symbol variation control pattern, a notice effect control pattern, a battle effect control pattern, a hit effect control pattern, and the like.
  The symbol variation control pattern relates to a variable display operation of the decorative symbol in the display area of the image display device 5 in a period from when the decorative symbol variable display is started to when the final decorative symbol which is the final stop symbol is stopped and displayed. What is necessary is just to be comprised in advance by the pattern data etc. which show the content of control, and for every variation pattern of a decoration design. Further, different symbol variation control patterns may be prepared corresponding to a plurality of types of effect modes in the pachinko gaming machine 1. Each of the plurality of symbol variation control patterns includes a decorative symbol display position and a decorative symbol display position in a variable symbol display performed using a final symbol that is a final stop symbol, a temporary stop symbol that is temporarily stopped during variable display, and the like. It is only necessary to define a time schedule such as the size, the direction of variation of the decorative pattern, and the variation speed. Here, the final stop symbol, the temporary stop symbol, etc. are determined at the start of variable display based on the variation pattern designated by the variation pattern designation command transmitted from the main board 11 to the effect control board 12. If it is.
  The notice effect control pattern is composed of pattern data indicating the control content of the effect operation in the notice effect, and may be prepared in advance for each of the notice effect patterns corresponding to the contents of the effect operation in the notice effect. For example, each of the plurality of notice effect control patterns is prepared in advance to execute a plurality of notice patterns prepared in advance for executing a notice effect of “character notice” or a notice effect of “notice during operation”. Corresponding to any of the plurality of notice patterns, the display position and size of the effect image, the update display procedure, the setting of the operation valid period for effectively detecting the operation action on the operation button 30, and the switching of the effect operation at the time of detecting the operation It is only necessary to define a time schedule such as setting.
  The battle effect control pattern is composed of pattern data indicating the control content of the effect operation in the battle effect, and may be prepared in advance for each battle effect pattern corresponding to the content of the effect operation in the battle effect. For example, each of the plurality of notice effect control patterns corresponds to one of the plurality of battle effect patterns prepared in advance for executing the battle effect, and the time of the display position and size of the effect image, the update display procedure, etc. It is only necessary to define a schedule.
  FIG. 18 shows the contents of effects corresponding to each battle effect control pattern stored in the battle effect control pattern table 170. Among these, the battle effect control pattern CBP1-1-1 includes process data for displaying an effect image or the like of a scene where the teammate character starts a battle with the character A. The battle effect control pattern CBP1-1-2 is composed of process data for displaying an effect image or the like of a scene in which a teammate character loses the battle with the character A in the variable display of the decorative design where the battle effect is started. Yes. The battle effect control pattern CBP1-1-3 includes process data for displaying an effect image or the like of a scene where the teammate character wins the battle with the character A in the variable display of the decorative design where the battle effect is started. Yes.
  The battle effect control pattern CBP2-1-1 is a process for displaying an effect image or the like of a scene in which the ally character is fighting with the character A in the second variable display of the decorative pattern after the battle effect is started. Consists of data. The battle effect control pattern CBP2-1-2 is a process for displaying an effect image or the like of a scene in which the ally character loses the battle with the character A in the second variable display of the decorative pattern after the battle effect is started. Consists of data. The battle effect control pattern CBP2-1-3 is a process for displaying an effect image or the like of a scene where a teammate character wins the battle with the character A in the second variable display of the decorative pattern after the battle effect is started. Consists of data.
  The battle effect control pattern CBP1-2-1 includes process data for displaying an effect image or the like of a scene where the teammate character starts a battle with the character B. The battle effect control pattern CBP1-2-2 is composed of process data for displaying an effect image or the like of a scene in which the teammate character loses the battle with the character B in the variable display of the decorative design where the battle effect is started. Yes. The battle effect control pattern CBP1-2-3 is composed of process data for displaying an effect image or the like of a scene in which a teammate character wins a battle with the character B in a variable display of a decorative design where the battle effect is started. Yes.
  The battle effect control pattern CBP1-8-1 includes process data for displaying an effect image or the like of a scene that starts a premier effect in which the character D appears. The battle effect control pattern CBP1-8-2 is composed of process data for displaying an effect image of a scene where the premier effect ends in the first variable display of decorative symbols. The battle effect control pattern CBP1-8-3 is composed of process data for displaying an effect image of a scene where the premier effect ends in the first variable display of decorative symbols.
  The battle effect control pattern CBP2-8-1 is composed of process data for displaying an effect image or the like of a premier effect in the second variable display of decorative symbols. The battle effect control pattern CBP2-8-2 is composed of process data for displaying an effect image of a scene where the premier effect ends in the second variable display of decorative symbols. The battle effect control pattern CBP2-8-3 is composed of process data for displaying an effect image of a scene where the premier effect ends in the second variable display of decorative symbols.
  The RAM 122 mounted on the effect control board 12 shown in FIG. 2 is provided with an effect control data holding area 190 as shown in FIG. 19, for example, as an area for holding various data used for controlling the effect operation. ing. The effect control data holding area 190 shown in FIG. 19 includes an effect control flag setting unit 191, an effect control timer setting unit 192, an effect control counter setting unit 193, and an effect control buffer setting unit 194.
  In the effect control flag setting unit 191, for example, a plurality of types whose states can be updated according to an effect operation state such as an effect image display state on the display screen of the image display device 5, an effect control command transmitted from the main board 11, and the like. A flag is provided. For example, the effect control flag setting unit 191 stores data indicating flag values and data indicating an on state or an off state for each of the plurality of types of flags.
  The effect control timer setting unit 192 is provided with a plurality of types of timers used to control the progress of various effect operations such as an effect image display operation on the display screen of the image display device 5, for example. For example, the production control timer setting unit 192 stores data indicating timer values in each of a plurality of types of timers.
  The effect control counter setting unit 193 is provided with a plurality of types of counters used for controlling the progress of various effect operations. For example, the production control counter setting unit 193 stores data indicating the count value in each of a plurality of types of counters.
  The effect control buffer setting unit 194 is provided with various buffers that temporarily store data used for controlling the progress of various effect operations. For example, the effect control buffer setting unit 194 stores data indicating buffer values in each of a plurality of types of buffers.
  FIG. 20 illustrates a configuration example of a prefetch result notification command reception buffer provided in the effect control buffer setting unit 194. The prefetch result notification command reception buffer 200 is a reception command buffer that stores the variable display result and the jackpot type notified by the first prefetch result notification command and the second prefetch result notification command. As an example, the prefetch result notification command reception buffer 200 associates the first prefetch result notification command and the second prefetch result notification command with the hold number in the order of reception of the first prefetch result notification command and the second prefetch result notification command and the second prefetch result. The variable display result and jackpot type notified by the notification command are stored until the number reaches a predetermined upper limit value (for example, “8”). Then, when a prefetch result such as a variable display result and a jackpot type is read, the prefetch result notification command reception buffer 200 deletes the prefetch result.
  The display control unit 123 mounted on the effect control board 12 shown in FIG. 2 determines the control content of the display operation in the image display device 5 based on the display control command from the effect control CPU 120. For example, the display control unit 123 executes various types of effect display such as variable display of decorative symbols and effect display in reach effects by determining the switching timing of effect images to be displayed on the screen of the image display device 5. Control. The display control unit 123 may be configured to include a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), an LCD drive circuit, and the like.
  The I / O 125 mounted on the effect control board 12 includes, for example, an input port for capturing various signals such as an effect control command transmitted from the main board 11 and the operation detection signal transmitted from the operation detection switch 31, and the effect. And an output port for transmitting various signals to the outside of the control board 12. For example, from the output port of the I / O 125, a video signal transmitted to the image display device 5, a command (sound effect signal) transmitted to the sound control board 13, and a command transmitted to the lamp control board 14 (Lighting signal) etc. are output.
  On the voice control board 13, for example, an input / output driver, a voice synthesis IC, a voice data ROM, an amplifier circuit, a volume, and the like are mounted. As an example, in the voice control board 13, the sound number data indicated in the sound effect signal transmitted from the effect control board 12 is input to the voice synthesis IC via the input / output driver. The voice synthesis IC generates voice and sound effects corresponding to the sound number data and outputs them to the amplifier circuit. The amplifier circuit outputs an audio signal obtained by amplifying the output level of the speech synthesis IC to a level corresponding to the volume set by the volume to the speakers 8L and 8R. The voice data ROM stores control data corresponding to the sound number data, and the voice synthesis IC reads out the control data corresponding to the sound number data to generate voice and sound effects. The data stored in the audio data ROM may be composed of data indicating the output mode of audio and sound effects in a predetermined period in time series.
  For example, an input / output driver and a lamp driver are mounted on the lamp control board 14. As an example, in the lamp control board 14, the electrical decoration signal transmitted from the effect control board 12 is input to the lamp driver via the input / output driver. The lamp driver amplifies the electric decoration signal and supplies it to the game effect lamp 9 and the like.
  Next, the operation (action) of the pachinko gaming machine 1 in this embodiment will be described. In the main board 11, when power supply from a predetermined power supply board is started, the game control microcomputer 100 is activated, and the CPU 103 executes a predetermined process as a game control main process. When the game control main process is started, the CPU 103 performs the necessary initial setting after setting the interrupt prohibition. In this initial setting, for example, the RAM 101 is cleared. Also, register setting of a CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. Thereby, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When the initial setting is completed, an interrupt is permitted and then loop processing is started. In the game control main process, a process for returning the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop may be executed before entering the loop process. When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and receives an interrupt request, it executes a game control timer interrupt process shown in the flowchart of FIG.
  When the game control timer interrupt process shown in FIG. 21 is started, the CPU 103 first executes a predetermined switch process, thereby causing the gate switch 21, the first start port switch 22A, and the second start port through the switch circuit 110. The state of detection signals input from various switches such as the switch 22B and the count switch 23 is determined (step S11). Subsequently, by executing predetermined main-side error processing, abnormality diagnosis of the pachinko gaming machine 1 is performed, and if necessary, a warning can be generated according to the diagnosis result (step S12). After that, by executing a predetermined information output process, for example, data such as jackpot information, starting information, probability variation information supplied to a hall management computer installed outside the pachinko gaming machine 1 is output (step) S13).
  Subsequent to the information output process, a game random number update process for updating at least a part of the game random numbers such as random number values MR1 to MR6 used on the main board 11 side by software is executed (step S14). Thereafter, the CPU 103 executes special symbol process processing (step S15). In the special symbol process, the value of the special symbol process flag provided in the game control flag setting unit 152 is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol display device 4A or the second special symbol is processed. Various processes are selected and executed in order to perform control of display operation in the display device 4B and setting of opening / closing operation of the special winning opening in the special variable winning ball device 7 in a predetermined procedure.
  Following the special symbol process, the normal symbol process is executed (step S16). The CPU 103 controls the display operation (for example, turning on / off the segment LED, etc.) on the normal symbol display 20 by executing the normal symbol process, so that the variable display of the normal symbol and the normal variable winning ball apparatus 6B are movable. Enables setting of the tilting movement of the blade. After executing the normal symbol process, the CPU 103 transmits a control command from the main board 11 to a sub-side control board such as the effect control board 12 by executing the command control process (step S17). As an example, in the command control process, the effect control among the output ports included in the I / O 105 corresponding to the setting in the command transmission table specified by the value of the transmission command buffer provided in the game control buffer setting unit 155. After setting the control data in the output port for transmitting the effect control command to the board 12, the predetermined control data is set in the output port of the effect control INT signal and the effect control INT signal is turned on for a predetermined time. By changing the state to the off state, the presentation control command can be transmitted based on the setting in the command transmission table. After executing the command control process, the interrupt enable state is set, and then the game control timer interrupt process is terminated.
  FIG. 22 is a flowchart showing an example of processing executed in step S15 shown in FIG. 21 as special symbol process processing. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101). FIG. 23 is a flowchart showing an example of the start winning determination process executed in step S101.
  In the start winning determination process shown in FIG. 23, the CPU 103 first corresponds to the first start winning opening formed by the normal winning ball device 6A among the first start opening switch 22A and the second start opening switch 22B shown in FIG. It is determined whether or not the detection signal from the first start port switch 22A provided in the ON state is on (step S201). At this time, if the detection signal from the first start port switch 22A is in the ON state (step S201; Yes), the first hold storage corresponding to the number of hold data stored in the first special figure hold storage unit 151A. It is determined whether or not the number is a predetermined upper limit value (eg, “4”) (step S202). At this time, the CPU 103 may identify the first reserved memory number by reading the value of the first reserved memory number counter provided in the game control counter setting unit 154 (first reserved memory number count value).
  If the first reserved memory number is not the upper limit value in step S202 (step S202; No), the first reserved memory number is incremented by 1, for example, by adding 1 to the first reserved memory number count value ( Step S203). From among the numerical data updated by the random number circuit 104 and the random counter, a random value MR1 for determining the special figure display result, a random value MR2 for determining the big hit type, and a random value MR3 for determining the variation pattern type are obtained. The numerical data shown is extracted (step S204). Numerical value data indicating each random number value extracted at this time is set as reserved data at the head of the empty entry in the first special figure reservation storage unit 151A, whereby each random number value is stored (step S205). Subsequently, for example, by setting the storage address (first address) of the first start opening winning designation command table in the ROM 101 in the transmission command buffer, etc., to transmit the first starting opening winning designation command to the effect control board 12. Is set (step S206). The first start opening winning designation command set in this way is sent from the main board 11 to the effect control board 12 by executing the command control process of step S17 shown in FIG. Is transmitted.
  After executing the process of step S206, numerical data indicating each random value extracted in step S204 is read (pre-read) prior to the special symbol normal process of step S110 (step S207). Subsequently, for example, by setting the storage address of the first prefetch result notification command table in the ROM 101 in the transmission command buffer, settings for transmitting the first prefetch result notification command to the effect control board 12 are performed. (Step S208). The command set in this way is produced from the main board 11 following the first start winning port designation command, for example, by executing the command control process in step S17 shown in FIG. 21 after the special symbol process process is completed. It is transmitted to the control board 12.
  In the process of step S207, the variable display result determined based on the numerical data indicating each random value extracted in step S204, the jackpot type, the variable display state, etc. are determined prior to the special symbol normal process of step S110. Is done. Specifically, first, it is determined whether the variable display result corresponding to the random value MR1 for determining the special figure display result extracted in step S204 is “big hit”, “small hit”, or “lack”. The At this time, if it is determined that the variable display result is “big hit”, the big hit type is “normal”, “probability change”, or “surprise” corresponding to the random number MR2 for determining the big hit type. It is specified whether there is. Furthermore, by specifying the variation pattern type corresponding to the random value MR3 for determining the variation pattern type, it is determined whether or not the variation pattern of the decorative design is a variation pattern with at least super reach.
  Here, the jackpot variation pattern type determination table (for normal use) 132A shown in FIG. 11A, the loss variation pattern type determination table (for normal use) 132C shown in FIG. 11C, and the loss shown in FIG. 11D. In the setting example of the variation pattern type determination table (for shortening) 132D, the random value MR3 for determining the variation pattern type is “230” to “ 251 ”is determined to be a variation pattern type CA2-4 or a variation pattern type CA3-3 including a variation pattern (super reach variation pattern) accompanied by at least super reach (super reach α or super reach β). Will be. Therefore, for example, as shown in FIG. 24, if the random number MR3 is within the range of “230” to “251”, it is assumed that the random value MR3 is within the common range of the super reach variation pattern. It may be determined whether or not it is within the range.
  In the process of step S208, the setting for transmitting the first prefetch result notification command corresponding to whether the variable display result specified in step S207, the big hit type, or the variation pattern with super reach is used. Is done.
  As a result, at the time when a game ball that has passed the first start winning opening is detected, at least the special figure display result regardless of the gaming state in the pachinko gaming machine 1 and the total reserved memory number as the reserved memory number of the special figure game Whether or not the jackpot type is “big hit”, whether the jackpot type is “probable change”, or at least whether it is a super reach variation pattern with super reach, and the first destination that differs depending on the judgment result The reading result notification command can be transmitted from the main board 11 to the effect control board 12. On the side of the effect control board 12, the special control display result is displayed before the effect control CPU 120 or the like starts variable display of the decorative symbols based on the detection of the game ball that has entered the first start winning opening. Whether or not the pre-reading effect is to be executed is determined based on the determination result of whether or not the jackpot is “big hit” and whether or not the jackpot type is “probable change”. Further, based on the determination result of whether or not the super reach reach effect is executed, it is determined whether or not the super reach notice effect is executed.
  After executing the process of step S208, the total number of reserved memories is reduced to 1 by adding 1 to the value of the total number of reserved memories counter (total number of reserved memories stored) provided in the game control counter setting unit 154, for example. Add (step S209). Then, “first” start data corresponding to winning in the first start winning opening is stored at the head of the empty entry in the start data storage unit 151C (step S210). Subsequently, for example, by setting the storage address of the reserved storage number notification command table in the ROM 101 in the transmission command buffer, setting for transmitting the reserved storage number notification command to the effect control board 12 is performed (step S211). . For example, when the special symbol process process is completed, the command control process of step S17 shown in FIG. Subsequent to the result notification command, it is transmitted from the main board 11 to the effect control board 12.
  If the detection signal from the first start port switch 22A is in the OFF state in step S201 (step S201; No), or if the first reserved memory number has reached the upper limit value in step S202 (step S202; Yes) ) Or, after the processing of step S211, the detection signal from the second start opening switch 22B provided corresponding to the second start winning opening formed by the normally variable winning ball apparatus 6B is in the ON state. It is determined whether or not (step S212). At this time, if the detection signal from the second start port switch 22B is in an OFF state (step S212; No), the start winning determination process is terminated. On the other hand, when the detection signal from the second start port switch 22B is in the ON state (step S212; Yes), it corresponds to the number of the hold data stored in the second special figure hold storage unit 151B. It is determined whether or not the second reserved storage number is a predetermined upper limit value (for example, “4”) (step S213). At this time, the CPU 103 may specify the second reserved memory number by reading the value of the second reserved memory number counter (second reserved memory number count value) provided in the game control counter setting unit 154.
  If the second reserved storage number has reached the upper limit value in step S213 (step S213; Yes), the start winning determination process is terminated. On the other hand, when the second reserved memory number is not the upper limit value (step S213; No), the second reserved memory number is incremented by 1, for example, by adding 1 to the second reserved memory number count value. (Step S214). From among the numerical data updated by the random number circuit 104 and the random counter, a random value MR1 for determining the special figure display result, a random value MR2 for determining the big hit type, and a random value MR3 for determining the variation pattern type are obtained. The numerical data shown is extracted (step S215). Numerical value data indicating each random value extracted at this time is set as reserved data at the head of the empty entry in the second special figure reservation storage unit 151B, whereby each random number value is stored (step S216). Subsequently, for example, by setting the storage address of the second start opening winning designation command table in the ROM 101 in the transmission command buffer, setting for transmitting the second starting opening winning designation command to the effect control board 12 is performed. (Step S217). The second start opening winning designation command set in this way is sent from the main board 11 to the effect control board 12 by executing the command control process of step S17 shown in FIG. Is transmitted.
  After executing the process of step S217, the numerical data indicating each random value extracted in step S215 is read (pre-read) prior to the special symbol normal process of step S110 (step S218). Subsequently, for example, by setting the storage address of the second prefetch result notification command table in the ROM 101 in the transmission command buffer, settings for transmitting the second prefetch result notification command to the effect control board 12 are performed. (Step S219). The second prefetch result notification command set in this way follows the second start winning prize designation command, for example, by executing the command control process of step S17 shown in FIG. 21 after the special symbol process process is completed. And transmitted from the main board 11 to the effect control board 12.
  In the process of step S218, the variable display result determined based on the numerical data indicating each random value extracted in step S215, the jackpot type, the variable display state, etc. are determined prior to the special symbol normal process of step S110. Is done. Specifically, first, it is determined whether the variable display result corresponding to the random number MR1 for determining the special figure display result extracted in step S215 is “big hit”, “small hit”, or “lost”. The At this time, if it is determined that the variable display result is “big hit”, the big hit type is “normal”, “probability change”, or “surprise” corresponding to the random number MR2 for determining the big hit type. It is specified whether there is. Furthermore, by specifying the variation pattern type corresponding to the random value MR3 for determining the variation pattern type, it is determined whether or not the variation pattern of the decorative design is a variation pattern with at least super reach.
  Here, the jackpot variation pattern type determination table (for normal use) 132A shown in FIG. 11A, the loss variation pattern type determination table (for normal use) 132C shown in FIG. 11C, and the loss shown in FIG. 11D. In the setting example of the variation pattern type determination table (for shortening) 132D, the random value MR3 for determining the variation pattern type is “230” to “ 251 ”is determined to be a variation pattern type CA2-4 or a variation pattern type CA3-3 including a variation pattern (super reach variation pattern) accompanied by at least super reach (super reach α or super reach β). Will be. Therefore, for example, as shown in FIG. 24, if the random number MR3 is within the range of “230” to “251”, it is assumed that the random value MR3 is within the common range of the super reach variation pattern. It may be determined whether or not it is within the range.
  In the process of step S219, the setting for transmitting the second prefetch result notification command corresponding to whether the variable display result specified in step S218, the big hit type, or the fluctuation pattern with super reach is used. Is done.
  As a result, at the time when a game ball that has passed the second start winning opening is detected, at least the special figure display result regardless of the gaming state in the pachinko gaming machine 1 or the total reserved memory number as the reserved memory number of the special figure game Whether or not the jackpot type is "big hit", whether the jackpot type is "probable change", or at least whether it is a super reach variation pattern with super reach, and the second destination that differs depending on the judgment result The reading result notification command can be transmitted from the main board 11 to the effect control board 12. Then, on the side of the effect control board 12, the effect control CPU 120 or the like displays the special figure display result before the variable display of the decorative symbols based on the detection of the game ball that has entered the second start winning opening is started. Whether or not the pre-reading effect is to be executed is determined based on the determination result of whether or not the jackpot is “big hit” and whether or not the jackpot type is “probable change”. Further, based on the determination result of whether or not the super reach reach effect is executed, it is determined whether or not the super reach notice effect is executed.
  After executing the process of step S219, the total reserved memory count is incremented by 1 (step S220), for example, by adding 1 to the total reserved memory count count. Then, “first” start data corresponding to winning in the first start winning opening is stored at the head of the empty entry in the start data storage unit 151C (step S221). Subsequently, for example, by setting the storage address of the reserved storage number notification command table in the ROM 101 in the transmission command buffer, setting for transmitting the reserved storage number notification command to the effect control board 12 is performed (step S222). . For example, when the special symbol process process is completed, the command control process in step S17 shown in FIG. Subsequent to the result notification command, it is transmitted from the main board 11 to the effect control board 12. After the start winning determination process as described above is executed, one of the processes of steps S110 to S120 shown in FIG. 22 is selected and executed according to the value of the special figure process flag.
  The special symbol normal process in step S110 is executed when the value of the special symbol process flag is “0”. In this special symbol normal process, the first special symbol display device 4A and the second special symbol are based on the presence / absence of reserved data stored in the first special symbol reservation storage unit 151A and the second special diagram reservation storage unit 151B. It is determined whether or not to start the special game using the display device 4B. In the special symbol normal process, whether or not the variable symbol display result of the special symbol or the decorative symbol is set to “big hit” or “small hit” based on the numerical data indicating the random value MR1 for determining the special symbol display result. It is determined (predetermined) before the variable display result is derived and displayed. Further, in the special symbol normal process, in response to the variable display result of the special symbol in the special symbol game, the confirmed special symbol (big hit symbol, the special symbol game by the first special symbol display device 4A and the second special symbol display device 4B) Either a small hit symbol or a lost symbol) is set.
  The variation pattern setting process in step S111 is executed when the value of the special figure process flag is “1”. This variation pattern setting process includes a process for determining the variation pattern type as one of a plurality of types based on the result of determining whether the variable display result is “big hit” or “small hit”, Corresponding to the determination result of the pattern type, processing for determining one of a plurality of types of variation patterns is included.
  The special symbol variation process in step S112 is executed when the value of the special symbol process flag is “2”. This special symbol variation process includes a process for setting the special symbol to be varied in the first special symbol display device 4A and the second special symbol display device 4B, and an elapsed time after the special symbol starts to vary. It includes processing to measure For example, every time the special symbol variation process of step S112 is executed, the special diagram variation timer value, which is the stored value in the special diagram variation timer provided in the game control timer setting unit 153, is subtracted or incremented by one. Regardless of whether the game is a special game using the first special graphic by the first special symbol display device 4A or a special game using the second special graphic by the second special symbol display device 4B, a common timer is used. The elapsed time is measured. It is also determined whether or not the measured elapsed time has reached a special figure fluctuation time corresponding to the fluctuation pattern. As described above, the special symbol variation process in step S112 is performed by the first special symbol display device 4A using the first special symbol in the special symbol game or the second special symbol display device 4B. It suffices if it is a process for controlling the variation of the special symbol in the special figure game using the game by a common processing routine. When the elapsed time since the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to “3”.
  The special symbol stop process in step S113 is executed when the value of the special symbol process flag is “3”. In the special symbol stop process, the first special symbol display device 4A or the second special symbol display device 4B stops the change of the special symbol, and the fixed special symbol which is the variable symbol display result is stopped and displayed. A process for setting is included. Then, it is determined whether or not the big hit flag or the small hit flag provided in the game control flag setting unit 152 is on. When the big hit flag is on, the special process flag value is set to “ Update to 4 ". When the small hit flag is on, the value of the special figure process flag is updated to “8”. Further, when both the big hit flag and the small hit flag are OFF, the value of the special figure process flag is updated to “0”.
  The pre-opening process for the special winning opening in step S114 is executed when the value of the special figure process flag is “4”. This pre-opening process for the big winning opening is a process for starting the execution of the round in the big winning gaming state and setting the opening for the big winning opening based on the fact that the variable display result is “big hit” Etc. are included. At this time, for example, the upper limit of the period during which the big prize opening is in an open state may be set in accordance with whether the big hit type is “normal”, “probability change”, or “surprise”. As an example, if the big hit type is controlled to 15 round big hit state corresponding to “normal” or “probability change”, the upper limit of the period for which the big winning opening is opened is set to “29 seconds” At the same time, the number of times of opening of the big prize opening, which is the number of round games executed, is set to “15 times”. On the other hand, when the big hit type is controlled to be “surprise” and is controlled to the two round big hit state, the upper limit of the period during which the big winning opening is opened is set to “0.5 seconds”. At the same time, the number of times of opening of the big prize opening, which is the number of round games executed, is set to “2 times”.
  The special winning opening releasing process in step S115 is executed when the value of the special figure process flag is “5”. This process during opening of the big winning opening is based on the process of measuring the elapsed time since the big winning opening is opened, the elapsed time measured, the number of game balls detected by the count switch 23, and the like. Processing for determining whether or not it is time to return the winning opening from the open state to the closed state is included. Then, when returning the special winning opening to the closed state, a process for stopping the supply of the solenoid driving signal to the solenoid 82 for the special winning opening door may be executed.
  The post-opening processing for the special winning opening in step S116 is executed when the value of the special figure process flag is “6”. The post-opening process for the big prize opening includes a process for determining whether or not the number of executions of the round in which the big prize opening is in an open state has reached the maximum number of open big prize openings, This includes a process for making a setting for transmitting an end designation command when hit.
  The big hit end process in step S117 is executed when the value of the special figure process flag is “7”. In the jackpot end process, a waiting time corresponding to a period in which an ending effect as an effect operation for notifying the end of the jackpot game state is executed by an effect device such as the image display device 5, the speakers 8L and 8R, the game effect lamp 9 or the like. Processing that waits until time elapses and processing that performs various settings for controlling to a probable change state and a short time state corresponding to the jackpot type are included.
  The small hit release pre-processing in step S118 is executed when the value of the special figure process flag is “8”. This pre-opening process for small hits is a setting for starting the execution of variable winning action in the small hit game state and opening the big winning opening based on the fact that the variable display result is “small hit”, etc. The processing to perform is included. At this time, for example, in response to the variable display result being “small hit”, the upper limit of the period during which the big winning opening is opened is set to “0.5 seconds”, and the big winning opening in the variable winning operation is set. The number of times of opening may be set to “twice”.
  The small hit releasing process in step S119 is executed when the value of the special figure process flag is “9”. In the small hit opening process, the process for measuring the elapsed time since the big prize opening is in the open state, and the timing for returning the big prize opening from the open state to the closed state based on the measured elapsed time, etc. The process etc. which determine whether or not were included are included. When returning the big prize opening to the closed state, a process for stopping the supply of the solenoid drive signal to the solenoid 82 for the big prize opening door may be executed.
  The small hit end process in step S120 is executed when the value of the special figure process flag is “10”. In this small hit end process, there is a waiting time corresponding to a period during which a presentation operation for informing the end of the small hit gaming state is performed by an effect device such as the image display device 5, the speakers 8L and 8R, the game effect lamp 9 or the like. Processing that waits until the time has passed is included. Here, when the small hit gaming state is finished, the state of the pachinko gaming machine 1 before the small hit gaming state is continued without changing the state of the probability change flag and the short time flag.
  25 and 26 are flowcharts showing an example of the special symbol normal process executed in step S110 of FIG. In the special symbol normal process shown in FIG. 25 and FIG. 26, the CPU 103 first determines the first reserved memory number and the second reserved memory based on, for example, the total reserved memory number count value stored in the game control counter setting unit 154, for example. It is determined whether or not the total reserved storage number that is the total value of the numbers is “0” (step S231 shown in FIG. 25). At this time, if the total reserved storage number is other than “0” (step S231; No), the start data is read from the start data storage unit 151C (step S232). At this time, the start data stored in association with the hold number “1” in the start data storage unit 151C may be read.
  Subsequent to the processing of step S232, for example, by subtracting 1 from the total reserved storage number count value, the total reserved storage number is updated to be decremented by 1, and the start data storage unit 151C uses the hold number “1”. The storage contents of the start data stored in the lower entries (for example, entries corresponding to the holding numbers “2” to “8”) are shifted up by one entry (step S233). Then, it is determined whether the start data read in step S232 is “first” or “second” (step S234).
  When it is determined in step S234 that the start data is “first” (step S234; first), the first special figure hold storage unit 151A stores the hold data in association with the hold number “1”. As the hold data, numerical data indicating the random number value MR1 for determining the special figure display result, numerical data indicating the random value MR2 for determining the jackpot type, and numerical data indicating the random value MR3 for determining the variation pattern type, Each is read (step S235). At this time, for example, the first reserved memory number count value is decremented by 1, and the first reserved memory number is updated to be decremented by 1, and the first special figure reserved memory unit 151A uses the reserved number “1”. The storage contents of the hold data stored in the lower entries (for example, entries corresponding to the hold numbers “2” to “4”) are shifted up by one entry (step S236). Then, in response to starting the special figure game using the first special figure by the first special symbol display device 4A, the value of the special fluctuation designation buffer provided in the game control buffer setting unit 155 (the fluctuation special figure) The designated buffer value) is set to “1” (step S237).
  After the process of step S237 is executed, a first table shown in FIG. 9A is used as a usage table for determining whether the variable display result is “lost”, “big hit”, or “small hit”. The figure display result determination table 130A is selected and set (step S238). For example, in the process of step S238, the storage address (first address) of the first special figure display result determination table 130A in the ROM 101 may be set in a determination table pointer or the like provided in a predetermined area of the RAM 102.
  If it is determined in step S234 that the start data is “second” (step S234; second), the second special figure hold storage unit 151B stores the hold data in association with the hold number “1”. As the hold data, numerical data indicating the random number value MR1 for determining the special figure display result, numerical data indicating the random value MR2 for determining the jackpot type, and numerical data indicating the random value MR3 for determining the variation pattern type are respectively displayed. Read (step S239). At this time, for example, by subtracting 1 from the second reserved memory number count value, the second reserved memory number is updated so as to be decremented by 1, and the second special figure reserved memory unit 151B uses the reserved number “1”. The storage contents of the hold data stored in the lower entries (for example, entries corresponding to the hold numbers “2” to “4”) are shifted up by one entry (step S240). Then, in response to starting the special figure game using the second special figure by the second special symbol display device 4B, the variable special figure designation buffer value is set to “2” (step S241).
  After executing the process of step S241, the second special figure display result determination table shown in FIG. 9B is used as a use table for determining whether the variable display result is “lost” or “big hit”. 130B is selected and set (step S242). For example, in the process of step S242, the storage address of the second special figure display result determination table 130B in the ROM 101 may be set in a determination table pointer or the like.
  The CPU 103 refers to the first special figure display result determination table 130A or the second special figure display result determination table 130B set in this way, thereby reading the random number MR1 for determining the special figure display result read out in step S235. Depending on whether the numerical data that indicates is matched with the decision value assigned to each special figure display result of “big hit”, “small hit”, or “losing”, the special figure display result is “big hit” or “ It is determined whether to be “small hit” or “losing” (step S243). Then, it is determined whether or not the special figure display result determined in step S243 is “big hit” (step S244 in FIG. 26A).
  If it is determined in step S244 that the game is a “hit” (step S244; Yes), the big win flag provided in the game control flag setting unit 152 is set to the on state (step S245). At this time, the big hit type determination table 131 is selected and set as a use table for determining the big hit type as one of a plurality of types (step S246). By referring to the jackpot type determination table 131 set in this way, a plurality of “normal”, “probability change”, “surprise”, etc., in advance, based on the numerical data indicating the jackpot type determination random value MR2 read in step S235. One of the prepared jackpot types is determined (step S247). When the variable special figure designation buffer value is set to “2” in the process of step S241, the decision value is not assigned to the big hit type of “surprise” in the big hit type decision table 131. The jackpot type is not determined to be “accurate”. Corresponding to the jackpot type determined in this way, the determined jackpot type is stored, for example, by updating the jackpot type buffer value which is the stored value of the jackpot type buffer provided in the game control buffer setting unit 155 ( Step S248). As an example, if the big hit type is “normal”, the big hit type buffer value is set to “0”, “probable change” is set to “1”, and “surprise” is set to “2”.
  When it is determined in step S244 that it is not “big hit” (step S244; No), it is determined whether or not the special figure display result is “small hit” (step S251). When it is determined that the game is “small hit” (step S251; Yes), the small hit flag provided in the game control flag setting unit 152 is set to an on state (step S252).
  When it is determined in step S251 that it is not “small hit” (step S251; No), or after executing one of the processes of steps S248 or S252, the maximum value of the number of winning prize openings is set (step S251). S253). In this case, for example, as shown in FIG. 26B, when the variable display result is determined to be “big hit”, the big hit type buffer value set in step S248 is either “0” or “1”. If this is the case, the maximum value for the number of times the special winning opening is opened is set to “15” corresponding to the 15-time open game. On the other hand, when the variable display result is determined to be “big hit”, if the big hit type buffer value set in step S248 is “2”, the maximum value for the number of times that the big winning opening is opened is set to two times. Set to “2” corresponding to. Even when the variable display result is determined to be “small hit”, the maximum value of the number of times of winning the big prize opening is set to “2” corresponding to the twice-open game.
  After executing the processing of step S253, a determination is made in accordance with the result of prior determination as to whether or not to control the jackpot gaming state or the jackpot gaming state, and further, the determination result of the jackpot type in the case of the jackpot gaming state A special symbol is set (step S254). As an example, when it is determined in step S251 that the special figure display result is not “small hit”, the figure is a lost pattern corresponding to the pre-determined result indicating that the special figure display result is “lost”. The special symbol indicating the symbol “−” is set as the confirmed special symbol. On the other hand, if it is determined in step S251 that the special figure display result is “small hit”, the small figure corresponding to the pre-determined result indicating that the special figure display result is “small hit”. The special symbol indicating the number “2” as the symbol is set as the confirmed special symbol. If it is determined in step S244 that the special figure display result is “big hit”, the big hit symbols “1”, “3”, “7” are determined according to the determination result of the big hit type in step S248. Any of the special symbols indicating the numbers "" is set as the confirmed special symbol. That is, according to the determination result that the jackpot type is “normal”, the special symbol indicating the number “3” that is the normal jackpot symbol is set as the confirmed special symbol. Further, according to the determination result that the jackpot type is “probability change”, the special symbol indicating the number “7” that becomes the probability change big hit symbol is set as the confirmed special symbol. In accordance with the determination result that the big hit type is “accuracy”, the special symbol indicating the number of the big hit symbol “1” is set as the confirmed special symbol.
  After the confirmed special symbol is set in step S254, the special symbol process flag value is updated to “1” which is a value corresponding to the variation pattern setting process (step S255), and then the special symbol normal process is terminated. . Also, if the total number of reserved storage is “0” in step S231 of FIG. 25 (step S231; Yes), a predetermined demonstration display setting is performed (step S256), and then the special symbol normal process is terminated. . In the demonstration display setting in step S256, a customer waiting demonstration designation command for designating demonstration display (demonstration screen display) by displaying a predetermined effect image on the image display device 5, for example, is sent from the main board 11 to the effect control board 12. In contrast, it is determined whether or not the transmission has been completed. At this time, if the transmission has been completed, the demonstration display setting is ended as it is. On the other hand, if not yet transmitted, the transmission setting of the customer waiting demonstration designation command is performed by setting the storage address of the customer waiting demonstration designation command table in the ROM 101 in the transmission command buffer, for example. The customer waiting demonstration designation command set in this way is transmitted from the main board 11 to the effect control board 12, for example, by executing the command control process in step S17 shown in FIG. 21 after the special symbol process is completed. Is done.
  FIG. 27 is a flowchart showing an example of the variation pattern setting process executed in step S111 of FIG. In the variation pattern setting process shown in FIG. 27, the CPU 103 first determines whether or not the big hit flag is on (step S261). At this time, if the big hit flag is ON (step S261; Yes), the big hit fluctuation pattern type determination table 132A is selected and set as a use table for determining any of the plurality of fluctuation pattern types (step S261). S262). Further, for example, by reading the jackpot type buffer value stored in the game control buffer setting unit 155, it is specified whether the jackpot type is “normal”, “probability change”, or “probability” (step S263). .
  When the big hit flag is off in step S261 (step S261; No), it is determined whether or not the small hit flag is on (step S264). If the small hit flag is on (step S264; Yes), the small hit variation pattern type determination table 132B is selected and set as a use table for determining one of a plurality of types of variation pattern types ( Step S265).
  When the small hit flag is OFF in step S264 (step S264; No), it is determined whether or not the time reduction flag indicating that the time reduction control in the probability variation state or the time reduction state is being executed is set (step S264). S266). The time reduction flag is set to the on state when the gaming state in the pachinko gaming machine 1 is controlled to the probability change state or the time reduction state, and is cleared to the off state when the probability change state or the time reduction state ends. More specifically, after the hour / hour flag is set to ON in the process of ending the big hit gaming state, the hour / hour count count value has reached “0”, or the special figure display result is “big hit”. Corresponding to the end of the game, the time reduction flag is cleared and the game is turned off.
  When the time reduction flag is OFF in step S266 (step S266; No), it is determined whether or not the total reserved storage number count value is “3” or more (step S267). If the total reserved storage number is less than “3” (step S267; No), the loss variation pattern type determination table (for normal use) 132C is used as a use table for determining one of a plurality of variation pattern types. Is selected and set (step S268). On the other hand, when the time reduction flag is on in step S266 (step S266; Yes), or when the total reserved storage number count value is “3” or more in step S267 (step S267; Yes), the fluctuation occurs. The loss variation pattern type determination table (for shortening) 132D is selected and set as a use table for determining one of a plurality of pattern types (step S269). Even when the time reduction flag is on in step S266, it is determined whether or not the total number of reserved storage is greater than or equal to a predetermined number (for example, “1” or the like), and a different determination table is set according to the determination result. You may choose. For example, when the hourly flag is on, if the total reserved memory number is “0”, the process proceeds to step S268 to select and set the loss variation pattern type determination table (for normal use) 132C, while the total reserved memory number If the value is “1” or more, the process may proceed to step S269 to select and set the loss variation pattern type determination table (for shortening) 132D.
  After executing any of the processes of steps S263, S265, S268, and S269, for example, based on the numerical data indicating the random number value MR3 for determining the variation pattern type stored in the special figure variation random value buffer or the like. By referring to the use table set in any one of S263, S265, S268, and S269, the variation pattern type is determined as one of a plurality of types (step S270). Here, in the process of step S270, the variation pattern type determination extracted from the random number circuit 104 or the like when detecting the start winning and stored as the hold data in the first special figure reservation storage unit 151A or the second special figure reservation storage unit 151B is performed. The variation pattern type is determined based on the numerical data indicating the random number value MR3. Therefore, it is possible to match the determination result of whether or not it is within the range of the specific pattern common range when the start winning is detected and the determination result of the variation pattern type by the process of step S270, and specify when the start winning is detected. It can be prevented that a variation pattern type different from a variation pattern type including a specific variation pattern with super reach is determined despite being determined to be within the pattern common range. Also, based on the establishment of the first start condition, the first special symbol display device 4A determines the variation pattern type of the decorative symbol corresponding to the special symbol game executed using the first special symbol, or the second start Regardless of whether the variation pattern type of the decorative symbol corresponding to the special symbol game executed using the second special symbol is determined by the second special symbol display device 4B based on the fact that the condition is satisfied, a common random counter, etc. Using the numerical data indicating the common random number value MR3 used for determining the variation pattern type updated by the above, the common processing module can determine the variation pattern type as one of a plurality of types.
  After the variation pattern type is determined in step S270, the loss variation pattern determination table 133A and the hit variation pattern determination are performed according to whether the special figure display result is “lost”, “big hit”, or “small hit”. One of the tables 133B is selected and set as a use table for determining one of a plurality of types of variation patterns (step S271). Subsequently, the variation pattern is determined as one of a plurality of types by referring to the variation pattern determination table set in step S271 based on the numerical data indicating the random value MR4 for determining the variation pattern (step S272). The numerical data indicating the random value MR4 for determining the variation pattern may be extracted from the random number circuit 104, the random counter of the game control counter setting unit 154, or the like when the process of step S272 is executed, or may be the first start prize. The first special figure storage unit 151A and the second special figure extracted together with the random numbers MR1 to MR3 and MR6 are extracted when a game ball that has entered the mouth or the second starting prize opening (start winning prize) is detected. You may memorize | store as pending | holding data in the pending | holding memory | storage part 151B.
  In the process of step S272, whether or not the variation pattern of the decorative symbol corresponding to the special symbol game executed using the first special symbol is determined by the first special symbol display device 4A based on the establishment of the first start condition, Regardless of whether the variation pattern of the decorative symbol corresponding to the special symbol game executed by using the second special symbol is determined by the second special symbol display device 4B based on the establishment of the second starting condition, a common random Using the numerical data indicating the common random value MR4 for determining the variation pattern updated by a counter or the like, the variation pattern can be determined as any of a plurality of types by a common processing module. Further, in the process of step S272, regardless of the determination result of the variation pattern type in step S270, a plurality of types of variation patterns are generated by a common processing module using numerical data indicating the common random number MR4 for determining the variation pattern. Either can be determined.
  After the change pattern is determined in step S272, a special figure change time which is a variable symbol display time corresponding to the change pattern determination result is set (step S273). Thereafter, according to the variable special symbol designation buffer value, the special symbol game using the first special symbol by the first special symbol display device 4A and the special symbol game using the second special symbol by the second special symbol display device 4B. The setting for starting the variation of the special symbol is performed so as to start any of the above (step S274). As an example, if the variable special symbol designation buffer value is “1”, a setting for transmitting a drive signal for updating the display of the first special symbol by the first special symbol display device 4A is performed. On the other hand, if the variable special symbol designation buffer value is “2”, a setting is made to transmit a drive signal for updating the display of the second special symbol by the second special symbol display device 4B.
  Subsequent to the process of step S274, settings for transmitting various commands for starting the special symbol change are performed (step S275). For example, when the variation special figure designation buffer value is “1”, the CPU 103 sends a gaming state designation command, a first variation start command, a variation pattern designation command, a variable display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the pending storage number notification command, setting data indicating a storage address (first address) in the ROM 101 of the first variation start command table prepared in advance is provided in the game control buffer setting unit 155. In the designated transmission command buffer, the data is stored in the buffer area designated by the transmission command pointer. On the other hand, when the variation special figure designation buffer value is “2”, the CPU 103 sends a gaming state designation command, a second variation start command, a variation pattern designation command, a variable display result from the main board 11 to the effect control board 12. In order to sequentially transmit the notification command and the pending storage number notification command, the setting data indicating the storage address in the ROM 101 of the second variation start command table prepared in advance is a buffer designated by the transmission command pointer in the transmission command buffer. Store in the area. When the setting in step S275 is performed, every time the command control process of step S17 shown in FIG. A gaming state designation command, a first variation start command or a second variation start command, a variation pattern designation command, a variable display result notification command, and a pending storage number notification command are sequentially transmitted. The order in which these effect control commands are transmitted can be arbitrarily changed. For example, after the variable display result notification command is transmitted first, the first variation start command, the second variation start command, or the variation pattern designation command is transmitted. The game state designation command and the pending storage number notification command may be transmitted in this order. Thereafter, the value of the special figure process flag is updated to “2” which is a value corresponding to the special symbol fluctuation process (step S276), and then the fluctuation pattern setting process is terminated.
  FIG. 28 is a flowchart showing an example of the special symbol stop process executed in step S113 of FIG. In the special symbol stop process shown in FIG. 28, the CPU 103 first determines whether or not the big hit flag is on (step S291). At this time, if the big hit flag is on (step S291; Yes), the big hit start production waiting time is set (step S292). For example, in the process of step S 292, a timer initial value determined in advance corresponding to the jackpot start time production waiting time may be set in the game control process timer provided in the game control timer setting unit 153.
  Subsequent to the processing in step S292, setting for transmitting a hit start designation command from the main board 11 to the effect control board 12 is performed (step S293). For example, in the process of step S293, the setting data indicating the storage address in the ROM 101 of the hit start designation command table prepared in advance for transmitting the hit start designation command corresponding to the big hit type buffer value is transmitted in the transmission command buffer. What is necessary is just to store in the buffer area | region designated with the pointer. Thereby, when the command control process of step S17 shown in FIG. 21 is executed after the special symbol stop process is completed, the hit start designation command corresponding to the big hit type from the main board 11 to the effect control board 12 is executed. Is sent. After the setting in step S293, the big hit flag is cleared and turned off (step S294). In addition, a setting for ending the probability variation state and the time reduction state is performed (step S295). For example, in the process of step S295, the CPU 103 performs a process of clearing the probability variation flag and the short time flag to turn off, a process of clearing the short time counter for counting the number of remaining special game in the short time state, and the like Just do it. Then, the value of the special symbol process flag is updated to “4” which is a value corresponding to the pre-opening process for the special winning opening (step S296), and then the special symbol stop process is ended.
  If the big hit flag is off in step S291 (step S291; No), it is determined whether the small hit flag is on (step S297). At this time, if the small hit flag is ON (step S297; Yes), a small hit start start waiting time is set (step S298). For example, in the process of step S298, a timer initial value determined in advance corresponding to the small hitting start time production waiting time may be set in the game control process timer. Subsequently, as in the process of step S293, a setting for transmitting a hit start designation command from the main board 31 to the effect control board 80 is performed (step S299). Thereafter, the small hit flag is cleared and turned off (step S300). Further, the value of the special figure process flag is updated to “8” which is a value corresponding to the pre-opening process for small hits (step 301).
  If the small hit flag is off in step S297 (step S297; No), the special figure process flag is cleared and its value is initialized to “0” (step S302). After executing one of the processes in steps S301 and S302, it is determined whether or not the time-saving state is to be terminated (step S303), and the special symbol stop process is terminated. For example, in the process of step S303, when the time reduction flag is on, the time reduction count value which is the stored value of the time reduction counter is updated by, for example, subtracting one. Then, it is determined whether or not the updated short time count value matches a predetermined short time end determination value (for example, “0” or the like). At this time, if it coincides with the time reduction end determination value, the time reduction control in the time reduction state is ended by clearing the time reduction flag and setting it to the OFF state. On the other hand, if it does not coincide with the time reduction end determination value, the state of the time reduction flag is maintained, and the process of step S303 ends. Further, in this embodiment, with respect to the probability variation state in which the time reduction flag is on and the probability variation flag is on, until the next variable display result becomes “big hit”, or for a predetermined number of times (for example, eight times). ) Is continued until the special figure game is executed. Note that it is also possible to determine whether or not to end the time reduction control even in the probability variation state, and to end the time reduction control based on the determination result of the end. Thus, when the time reduction control is ended, the probability variation control may be terminated at the same time, so that the normal state may be obtained. For the probability variation control, the time until the variable display result becomes “big hit” is continuously continued. Shortening control may be performed.
  FIG. 29A is a flowchart showing an example of the big hit end process executed in step S117 of FIG. In the jackpot end process shown in FIG. 29A, the CPU 103 first determines whether or not the jackpot end time effect waiting time has elapsed (step S311). As an example, in the post-opening process for the big prize opening in step S116 shown in FIG. 22, when the value of the special figure process flag is updated to “7”, the timer initial value determined in advance corresponding to the effect waiting time at the end of the big hit A value is set in the game control process timer. In this case, in the process of step S311, for example, the game control process timer value is updated by subtracting 1 or the like, and the updated game control process timer value matches a predetermined waiting time elapsed determination value (for example, “0” or the like). Whether or not the big hit end production waiting time has elapsed may be determined according to whether or not the game has been done. If the big hit end presentation waiting time has not elapsed in step S311 (step S311; No), the big hit end processing is ended as it is.
  On the other hand, when the big hit end stage waiting time has elapsed in step S311 (step S311; Yes), the big hit type buffer value stored in the game control buffer setting unit 155 is read (step S312). Then, the setting for starting control of the gaming state according to the read value in step S312 is performed (step S313). FIG. 29B shows a setting example in step S313. As shown in FIG. 29 (B), when the big hit type buffer read value is “0”, a setting for starting the control to change the gaming state to the time-saving state is performed. At this time, for example, the CPU 103 sets the time reduction flag to the ON state, and sets a predetermined count initial value (for example, “100”) corresponding to the upper limit value of the special figure game that can be executed in the time reduction state. Set to the counter. When the big hit type buffer read value is “1” or “2”, a setting for starting control for changing the gaming state to the probable change state is performed. At this time, for example, the CPU 103 sets both the probability variation flag and the time reduction flag to the on state.
  After the setting in step S313, the special figure process flag is cleared and its value is initialized to “0” (step S314), and then the big hit end processing is terminated.
  FIG. 30 is a flowchart showing an example of the normal symbol process executed in step S16 of FIG. In this normal symbol process, the CPU 103 first checks whether or not the detection signal from the gate switch 21 provided in the passage gate 41 is in an on state, so that the game ball has passed through the passage gate 41. It is determined whether or not (step S131). When the game ball passes through the passing gate 41 and the detection signal from the gate switch 21 is turned on (step S131; Yes), the process at the time of passing the gate is executed (step S132). On the other hand, when the detection signal from the gate switch 21 is in the OFF state (step S131; No), the process of step S132 is skipped.
  FIG. 31 is a flowchart illustrating an example of processing at the time of passing a gate. In the process at the time of passing the gate shown in FIG. 31, the CPU 103 first sets a predetermined upper limit storage number, which is the number of reserved data stored in a general-purpose storage unit provided in a predetermined area of the RAM 102, to a predetermined upper limit. It is determined whether or not it is a value (for example, “4”) (step S351). At this time, if the number of stored customary maps is the upper limit value (step S351; Yes), the current game ball detection is invalidated and the process at the time of passing the gate is terminated as it is. On the other hand, when the ordinary reserved memory number is less than the upper limit value (step S351; No), the ordinary reserved memory number is incremented by 1, for example, by adding 1 to the ordinary reserved memory number count value (step S352). ). At this time, for example, the CPU 103 extracts numerical data indicating the random number value MR5 for determining the normal display result from the numerical data updated by the random number circuit 104 or the random counter (step S353). Then, numerical data indicating the extracted random number value MR5 is set as reserved data at the head of the empty entry in the general-purpose reserved storage unit (step S354).
  Then, for example, by setting the storage address (head address) of the gate passage designation command table in the ROM 101 in the transmission command buffer, setting for transmitting the gate passage designation command to the effect control board 12 is performed (step S355). ). The gate passage designation command set in this way is transmitted from the main board 11 to the effect control board 12, for example, by executing the command control process in step S17 shown in FIG. 21 after the normal symbol process process is completed. The
  After the above-described processing at the time of passing the gate, or after it is determined in step S131 that the detection signal from the gate switch 21 is in the OFF state, the following processing is performed according to the value of the usual process flag. Each process of steps S140 to S144 is executed.
  The normal symbol normal process in step S140 is executed when the value of the normal symbol process flag is “0”. In this normal symbol normal process, it is determined whether or not the normal symbol display device 20 starts the normal symbol game based on the presence / absence of reserved data stored in the normal symbol storage unit. At this time, for example, if there is pending data stored in the usual figure storage unit, the value of the ordinary process flag is updated to “1”.
  The normal symbol determination process in step S141 is executed when the value of the normal symbol process flag is “1”. In this normal symbol determination process, based on the numerical data indicating the random number value for determining the normal symbol display result, the normal symbol display result as the variable symbol display result of the normal symbol game in the general symbol game is set to “per normal symbol” or “ A determination is made as to whether or not the “usual figure is lost”. At this time, for example, when the time reduction flag is on, refer to the general map display result determination table 130C that is set so that the ratio of “per normal map” is higher than when it is off. Is done. As a result, in the probability variation state and the short time state, the variable symbol display result of the ordinary symbol in the ordinary game is more likely to be “per ordinary figure” than in the normal state, so that the second start winning prize formed by the ordinary variable winning ball device 6B is formed. The mouth is likely to be in an expanded open state, and the game ball is likely to enter the second start winning opening. Further, in the normal symbol determination process, the universal symbol variation pattern corresponding to the universal symbol display result is also determined. At this time, for example, when the time reduction flag is on, the normal time fluctuation pattern may be determined such that the normal time fluctuation time is shorter than when the time flag is off. This reduces the interval for deriving and displaying the normal symbol variable display result in the normal game in the probability variation state and the short time state. The second start winning opening formed by the normally variable winning ball apparatus 6B is likely to be in an expanded open state, so that the game ball can easily enter the second starting winning opening.
  The normal symbol variation process in step S142 is executed when the value of the normal symbol process flag is “2”. In this normal symbol variation process, a setting for varying the normal symbol is performed in the general symbol game by the normal symbol display 20. The normal symbol that changes based on these settings is displayed as a normal symbol display result that is a variable symbol display result of the normal symbol when the normal symbol stop process in step S143 is executed. In the normal symbol variation process, the elapsed time from the start of variation of the normal symbol is measured. At this time, a determination is made as to whether or not the measured elapsed time has reached the normal time fluctuation time determined in accordance with the normal time fluctuation pattern. Then, when the usual figure change time is reached, the value of the usual figure process flag is updated to “3”.
  The normal symbol stop process in step S143 is executed when the value of the normal symbol process flag is “3”. In this normal symbol stop process, the normal symbol display 20 is set to stop and display the variable symbol display result of the normal symbol. Note that the setting for stopping and displaying the variable symbol display result of the normal symbol is the normal symbol process flag value when the measured elapsed time reaches the normal symbol variation time in the normal symbol variation process of step S142. It may be performed before updating to “3”. Further, in the normal symbol stop process, when the normal symbol display result is “per normal symbol”, for example, for driving the solenoid for the ordinary electric accessory connected to the movable wing piece provided in the ordinary variable winning ball apparatus 6B, for example. The value of the general process flag is updated to “4” after the setting for the enlargement / release control in which the movable blade piece is tilted, such as the setting of the normal operation pattern. At this time, for example, when either the probability variation flag or the time reduction flag is on, a normal operation pattern in which the period and the number of times of performing the expansion opening control are increased as compared with the case where both are off may be set. . As a result, in the probability variation state and the short time state, the period and the number of times that the second start winning opening is in the expanded open state are increased based on the fact that the base map display result is “per base map”. It becomes easier to enter the starting prize opening. If the normal map display result is “general map loss”, the value of the general map process flag is updated to “0”.
  The ordinary electric accessory actuating process in step S144 is executed when the value of the usual process flag is “4”. In this ordinary electric accessory actuating process, the movable wing piece provided in the ordinary variable winning ball apparatus 6B is moved from the vertical position to the tilt position in response to the variable display result in the ordinary game being “per game”. Thus, setting for changing the second start winning opening from the closed state to the open state is performed. For example, in the ordinary electric accessory actuating process, a drive control signal for driving the ordinary electric accessory solenoid is generated according to the setting of the ordinary electric action pattern set in the ordinary symbol stop process in step S143. You can make it. Further, in the ordinary electric accessory actuating process, the elapsed time after the ordinary electric accessory solenoid is driven and the second start winning opening is set to the open expanded state is measured, and the elapsed time is enlarged corresponding to the ordinary electric actuating pattern. A determination is made whether the opening time has been reached. When the elapsed time reaches the extended open period, the drive of the ordinary electric utility solenoid is stopped and the movable blade piece is returned from the tilting position to the vertical position, so that the second start winning opening is released from the open state. Set to change to the closed state. At this time, the value of the normal process flag may be updated to “0”.
  Next, the operation in the effect control board 12 will be described. In the effect control board 12, when the supply of the power supply voltage is received from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. When the effect control main process shown in FIG. 32 is started, the effect control CPU 120 first executes a predetermined initialization process (step S401), clears the RAM 122, sets various initial values, and sets the effect control board 12 to the effect control board 12. Performs register settings for the mounted CTC (counter / timer circuit). Thereafter, the effect random number update process is executed (step S402), and among the effect random numbers used for effect control, numerical data indicating a random number value counted by a random counter provided in the effect control counter setting unit 193 is displayed as software. Update with Subsequently, it is determined whether or not the timer interrupt flag is on (step S403). The timer interrupt flag is set to the ON state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the CTC register setting.
  On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 is generated separately from the timer interrupt that occurs every time a predetermined time elapses. This interruption is generated when, for example, an effect control INT signal from the main board 11 is turned on. When an interruption due to the turn-on of the effect control INT signal occurs, the effect control CPU 120 automatically sets the interrupt prohibition, but if a CPU that does not automatically enter the interrupt disable state is used, the interrupt is interrupted. It is desirable to issue a prohibition instruction (DI instruction). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt when the effect control INT signal is turned on. In this command reception interrupt process, a control signal that becomes an effect control command from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. Capture. The effect control command captured at this time is stored, for example, in an effect control command reception buffer provided in the effect control buffer setting unit 194. As an example, when the production control command has a 2-byte configuration, the first byte (MODE) and the second byte (EXT) are sequentially received and stored in the production control command reception buffer. Thereafter, the effect control CPU 120 ends the command reception interrupt processing after setting the interrupt permission.
  If the timer interrupt flag is off in step S403 (step S403; No), the process returns to step S402. On the other hand, if the timer interrupt flag is on in step S403 (step S403; Yes), the timer interrupt flag is cleared and turned off (step S404), and command analysis processing is executed (step S405). . In the command analysis process executed in step S405, for example, after reading various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the effect control command reception buffer, the reading is performed. Settings and control corresponding to the issued effect control command are performed.
  After executing the command analysis process in step S405, the effect control process process is executed (step S406), and the process returns to step S402. In the effect control process in step S406, for example, an effect image display operation on the display screen of the image display device 5, an audio output operation from the speakers 8L and 8R, a lighting operation in a light emitter such as the game effect lamp 9, and an effect object Regarding the control content of the rendering operation using various rendering devices, such as the driving operation of the movable member provided, determination, determination, setting, etc. according to the rendering control command transmitted from the main board 11 are performed.
  In the command analysis process of step S405, for example, a start winning time command process as shown in FIG. 33 may be executed. In the start winning command process shown in FIG. 33, the effect control CPU 120 first determines whether either the first prefetch result notification command or the second prefetch result notification command has been received (step S501). . The received effect control command is stored in the effect control command reception buffer, and the effect control CPU 120 reads the command stored in the effect control command reception buffer and confirms the contents, thereby receiving the received effect control command. A control command can be specified. At this time, if neither the first prefetch result notification command nor the second prefetch result notification command has been received (step S501; No), the start winning process is terminated.
  When it is determined in step S501 that either the first prefetch result notification command or the second prefetch result notification command has been received (step S501; Yes), for example, the first prefetch result notification command or the second prefetch result notification command. The variable display result and the jackpot type are specified by reading the EXT data in the result notification command (step S502), and the effect control CPU 120 uses the specified variable display result and the jackpot type as the pre-read result shown in FIG. It is stored at the head of the empty entry in the notification command reception buffer 200 (step S503).
  For example, by reading the EXT data in the first prefetch result notification command or the second prefetch result notification command, it is determined whether or not the random number value MR3 for determining the variation pattern type is within the common range of the super reach variation pattern. Determination is made (step S504). At this time, if it is within the common range of the super reach variation pattern (step S504; Yes), a notice effect of “super reach notice” for notifying that the variable display state of the decorative symbol becomes super reach is started. Setting is performed (step S505).
  If it is determined in step S504 that the range is not within the common range of the super reach variation pattern (step S504; No), after executing the process of step S505, the display update corresponding to the start opening prize is set. (Step S506), the start winning command processing is terminated. For example, in the process of step S506, when the first prefetch result notification command is received, one of the display parts that are not displayed in the start winning storage display area 5H enters the first start winning opening. A display setting for changing to blue display is performed in accordance with the establishment of the first start condition based on the detection of the game ball that has been won (start winning prize). On the other hand, when the second prefetch result notification command is received, one of the display parts not displayed in the start winning memory display area 5H enters the second start winning opening (start winning prize). The display setting for changing to the red display is performed according to the establishment of the second start condition by the detection of the gaming ball.
  FIG. 34 is a flowchart showing an example of the effect control process executed in step S406 of FIG. In the effect control process shown in FIG. 34, the effect control CPU 120 performs one of the following processes in steps S160 to S166, for example, according to the value of the effect process flag provided in the effect control flag setting unit 191. Select and execute.
  The decorative symbol variation start waiting process in step S160 is a process executed when the value of the effect process flag is “0”. In the decorative symbol variation start waiting process, the image display device 5 depends on whether one of the first variation start command and the second variation start command is received as the variation start command transmitted from the main board 11. Includes a process for determining whether or not to start variable display of decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. . At this time, the value of the effect process flag is updated to “1” in response to the determination to start variable display.
  The decorative symbol variation setting process in step S161 is a process executed when the value of the effect process flag is “1”. In this decorative symbol variation setting process, the start of the special symbol game using the first special symbol by the first special symbol display device 4A or the start of the special symbol game using the second special symbol by the second special symbol display device 4B. In order to perform various production operations including variable display of decorative symbols, the final decorative symbol, temporary stop symbol, warning pattern, etc., depending on the variation pattern and variable display result, etc. The process to determine is included. In the decorative symbol variation setting process, various effect control patterns such as a symbol variation control pattern and a notice effect control pattern are set based on these determination results. After such determination and setting are performed, the value of the production process flag is updated to “2”.
  The decorative symbol variation process in step S162 is a process executed when the value of the effect process flag is “2”. In the decorative symbol variation processing, various types of symbol variation control patterns, warning effect control patterns, and the like corresponding to the value of the effect control process timer (effect control process timer value) provided in the effect control timer setting unit 192 are used. Processing for reading out the control data and performing various effects control during variable display of the decorative design is included. After performing such effect control, for example, when an end code indicating the end of variable display of decorative symbols is read from the symbol variation control pattern, or when a decorative symbol stop command transmitted from the main board 11 is received. Correspondingly, the finalized decorative symbol as the final stop symbol that is the variable display result of the decorative symbol is displayed in a completely stopped manner. When the final decorative design is displayed in response to the end code being read from the design variation control pattern, the variable display time corresponding to the variation pattern specified by the variation pattern designation command has elapsed. In addition, even if the production control command from the main board 11 is not used, it is possible to determine and display the variable display result by autonomously deriving and displaying the determined decorative pattern on the production control board 12 side. When the confirmed decorative symbol is displayed in a completely stopped state, the value of the effect process flag is updated to “3”.
  The decorative symbol variation end process in step S163 is a process executed when the value of the effect process flag is “3”. This decoration symbol variation end process includes a process of determining whether or not a hit start designation command transmitted from the main board 11 has been received. At this time, if it is determined that the hit start designation command has been received, the value of the effect process flag is set to “4” when the special figure display result specified from the hit start designation command is “big hit”. On the other hand, when the special figure display result is “small hit”, the value of the effect process flag is updated to “5”. Further, when a predetermined time has elapsed without receiving the hit start designation command, the value of the effect process flag is updated to “0” in response to the variable display result being “lost”.
  The big hit control effect process in step S164 is a process executed when the value of the effect process flag is “4”. In the big hit control effect processing, for example, a hit effect control pattern corresponding to the fact that the variable display result is “big hit” or the like is set, and an effect image based on the set contents is displayed on the display screen of the image display device 5. Display the sound, sound is output from the speakers 8L and 8R by outputting the command (sound effect signal) to the sound control board 13, and game effect is output by outputting the command (electric signal) to the lamp control board 14 Processing for controlling various performance operations in the big hit gaming state such as lighting / extinguishing / flashing the lamp 9 and the decoration LED is included. Then, for example, the value of the effect process flag is updated to “6” in response to receiving a hit end designation command transmitted from the main board 11.
  The effect process during small hit control in step S165 is a process executed when the value of the effect process flag is “5”. In this small hitting control effect process, for example, a hit effect control pattern corresponding to the fact that the variable display result is “small hit” or the like is set, and an effect image based on the set content is displayed on the image display device 5. By displaying on the display screen, outputting sound and sound effect from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound output board 13, and outputting a command (lighting signal) to the lamp control board 14 Processing for controlling various effect operations in the small hit gaming state, such as turning on / off / flashing the game effect lamp 9 and the decoration LED, is included. Then, for example, the value of the effect process flag is updated to “6” in response to receiving a hit end designation command transmitted from the main board 11.
  The ending effect process in step S166 is a process executed when the value of the effect process flag is “6”. In this ending effect process, a hit effect control pattern corresponding to the end of the big hit game state or the small hit game state is set, and an effect image based on the set content is displayed on the display screen of the image display device 5. The sound and sound effects are output from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and the game effect lamp 9 is output by outputting a command (lighting signal) to the lamp control board 14. And a process for controlling various effect operations corresponding to the end of the big hit game state and the small hit game state, such as turning on / off / flashing the decoration LED. Then, the value of the effect process flag is updated to “0” in response to the end of the effect operation.
  FIG. 35 is a flowchart showing an example of the decorative symbol variation setting process executed in step S161 of FIG. In the decorative symbol variation setting process shown in FIG. 35, the effect control CPU 120 first executes a final stop symbol determining process (step S551). FIG. 36 is a flowchart showing an example of the final stop symbol determination process executed in step S551. In the final stop symbol determination process shown in FIG. 36, the effect control CPU 120 first reads the EXT data in the variable display result notification command transmitted from the main board 11, for example, and the special figure display result is “lost”. It is determined whether or not (step S751). At this time, if it is determined that the special figure display result is “lost” (step S751; Yes), it is designated by reading the EXT data in the variation pattern designation command transmitted from the main board 11, for example. It is determined whether or not the variation pattern is a non-reach variation pattern corresponding to a case where the decorative symbol variable display mode is “non-reach” (step S752).
  If it is determined in step S752 that the pattern is a non-reach variation pattern (step S752; Yes), after determining the combination of the confirmed decorative symbols that will be the final stop symbols constituting the non-reach combination (step S753), The final stop symbol determination process is terminated. As an example, in the process of step S753, first, numerical data indicating a random value for determining the left determined symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted and stored in advance in the ROM 121 or the like. Further, by referring to a predetermined left determined symbol determination table, the left determined symbol to be stopped and displayed in the “left” decorative symbol display area 5L on the display screen of the image display device 5 is determined among the determined decorative symbols. Next, a predetermined right determined symbol determination table preliminarily stored in the ROM 121 or the like is extracted by extracting numerical data indicating random values for determining the right determined symbol updated by a random counter or the like provided in the effect control counter setting unit 193. , Etc., the right confirmed decorative symbol to be stopped and displayed in the “right” decorative symbol display area 5R on the display screen of the image display device 5 is determined among the confirmed decorative symbols. At this time, the symbol number of the right determined decorative symbol may be determined so as to be different from the symbol number of the left determined decorative symbol by setting in the right determined symbol determining table or the like. Subsequently, numerical data indicating a random number for determining a medium fixed symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted, and a predetermined medium fixed symbol determination table stored in advance in the ROM 121 or the like. , Etc., the middle fixed decorative symbol that is stopped and displayed in the “middle” decorative symbol display area 5C on the display screen of the image display device 5 is determined among the fixed decorative symbols.
  If it is determined in step S752 that the pattern is not a non-reach variation pattern (step S752; No), a final decorative symbol combination that is a final stop symbol constituting the reach combination is determined (step S754), and the final The stop symbol determination process is terminated. As an example, in the process of step S754, first, numerical data indicating a random value for determining a left / right determined symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted and stored in advance in the ROM 121 or the like. By referring to the predetermined left / right determined symbol determination table, the “left” and “right” decorative symbol display areas 5L and 5R on the display screen of the image display device 5 among the determined decorative symbols are stopped and displayed together. The decorative symbol with the same symbol number is determined. Further, numerical data indicating a random number for determining a medium fixed symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted, and a predetermined medium fixed symbol determination table stored in advance in the ROM 121 or the like is extracted. By referring to this, among the determined decorative symbols, the medium fixed decorative symbol that is stopped and displayed in the “middle” decorative symbol display area 5C on the display screen of the image display device 5 is determined. Here, for example, when the confirmed decorative symbol is a jackpot combination, such as when the symbol number of the middle confirmed decorative symbol is the same as the symbol number of the left confirmed decorative symbol and the right confirmed decorative symbol, an arbitrary value (For example, “1”) may be added to or subtracted from the symbol number of the medium-decorated decorative symbol so that the finalized decorative symbol is not the jackpot combination but the reach combination. Alternatively, when determining the medium-decorated decorative symbol, the difference (design difference) between the symbol number of the left confirmed decorative symbol and the right confirmed decorative symbol may be determined, and the medium-decorated decorative symbol corresponding to the symbol difference may be set. .
  When it is determined in step S751 that the special figure display result is not “lost” (step S751; No), the special figure display result is “big hit” and the big hit type is “surprise”, or the special figure display It is determined whether the result is “small hit” or other cases (step S755). At this time, if it is determined that the big hit type is “surprise” or the special figure display result is “small hit” (step S755; Yes), the big hit type such as one of the second opening chances TC1 to TC4 is “ After determining the combination of the determined decorative symbols that will be the variable display result of the decorative symbol corresponding to the case of “Accuracy” or the special symbol display result of “Small hit” (step S756), the final stop symbol determining process is terminated. . As an example, corresponding to the case where any of the fluctuation patterns PC1-1 to PC1-3 is designated by the fluctuation pattern designation command, The combination of the determined decorative design is determined. In this case, a predetermined chance index determination table preliminarily stored in the ROM 121 or the like is extracted by extracting numerical data indicating random numbers for chance index determination updated by a random counter or the like provided in the effect control counter setting unit 193. It is sufficient to determine a combination of definite decorative symbols constituting any one of the second opening chances TC1 to TC4 by referring to the above. Further, when any one of the fluctuation pattern PC1-4 and the fluctuation pattern PC1-5 is designated by the fluctuation pattern designation command, for example, by executing the same processing as in step S754, the final stop symbols constituting the reach combination are performed. What is necessary is just to determine the combination of the definite design which becomes.
  When it is determined in step S755 that the special figure display result is “big hit” and the big hit type is other than “probability” (step S755; No), it is determined whether or not the big hit type is “probable change” (step S755). S757). At this time, if the big hit type is “probable change” (step S757; Yes), after determining the combination of the confirmed decorative symbols that will be the final stop symbols constituting the positive change big hit combination (step S759), the final stop symbol determination process Exit. On the other hand, when it is determined in step S757 that the big hit type is “normal” other than “probability change” (step S757; No), the final decorative symbol that becomes the final stop symbol constituting the normal big hit combination is displayed. After determining the combination (step S760), the final stop symbol determination process is terminated. As an example, in the processing of steps S759 and S760, first, numerical data indicating a random value for determining the big hit fixed symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted, and then the ROM 121 or the like. By referring to a predetermined jackpot determination symbol determination table stored in advance, the display screen of the image display device 5 is aligned with the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R. The decorative symbol with the same symbol number that is stopped and displayed is determined.
  After the final stop symbol determination process as described above is executed in step S551 in FIG. 35, a variable display effect setting process is executed (step S552). FIG. 37 is a flowchart illustrating an example of a variable display effect setting process executed in step S514. In the variable display effect setting process shown in FIG. 37, the effect control CPU 120 first determines “slip according to the change pattern specified by reading the EXT data in the change pattern designation command transmitted from the main board 11, for example. It is determined whether or not it is “with slip” that executes the variable display effect of “” (step S771).
  If it is determined in step S771 that there is “slip” (step S771; Yes), a decorative symbol that is a pre-slip temporary stop symbol that is temporarily stopped in the “slip” variable display effect is determined (step S772). As an example, in the process of step S772, numerical data indicating a random value for determining a pre-slip temporary stop symbol updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted and stored in advance in the ROM 121 or the like. The decorative symbol that becomes the temporary stop symbol before slip may be determined by referring to a predetermined pre-slip temporary stop symbol determination table.
  When it is determined in step S771 that there is no “slip” (step S771; No), after executing the process of step S772, for example, the EXT data in the variation pattern designation command transmitted from the main board 11 is read. In accordance with the variation pattern specified in the above, it is determined whether or not the “pseudo continuous” variable display effect is executed (step S773). At this time, if it is determined that there is “pseudo-continuous” (step S773; Yes), the decoration that is temporarily stopped and displayed in the variable display effect of “pseudo-continuous” and constitutes one of the pseudo-continuous chance items GC1 to GC8. A symbol is determined (step S774). As an example, in the process of step S774, numerical data indicating a random value for determining a pseudo-continuous chance updated by a random counter or the like provided in the effect control counter setting unit 193 is extracted and stored in advance in the ROM 121 or the like. By referring to a predetermined pseudo-continuous chance determination table, etc., every time a pseudo-continuous change (re-variation) is executed, a temporary stop display is performed and a decorative pattern constituting any of the pseudo-continuous chances GC1 to GC8 is determined. do it.
  When it is determined in step S773 that it is not “there is pseudo-continuity” (step S773; No), the variable display effect setting processing is ended as it is.
  After executing the variable display effect setting process as described above in step S552 of FIG. 35, the notice effect setting process is executed (step S553). For example, in the notice effect setting process, it is determined whether or not the notice effect is to be executed, and when it is executed, which one of the plural kinds of notice effects is to be executed, such as “character notice” or “operation notice”. Is done. In addition, processing for determining a notice pattern as one of a plurality of patterns prepared in advance is performed in accordance with the kind of notice effect (notice effect type).
  Following the notice effect setting process in step S553, a battle effect setting process is executed (step S554). FIG. 38 is a flowchart showing an example of the battle effect setting process executed in step S554. In the battle effect setting process shown in FIG. 38, the effect control CPU 120 first determines whether or not a battle effect flag provided in the effect control flag setting unit 191 is on, for example (step S776). Here, the battle effect flag is set to an on state by executing a process of step S780 described later, while being cleared to an off state by executing a process of step S569.
  If it is determined in step S776 that the battle effect flag is off (step S776; No), for example, the value of the effect pattern designation buffer provided in the effect control buffer setting unit 194 (effect pattern designation buffer value) Is determined to be “0” (step S777).
  If it is determined in step S776 that the battle effect flag is on (step S776; Yes), or if the effect pattern designation flag is determined to be “0” (step S777; Yes), it remains as it is. The battle effect setting process is terminated.
  If it is determined in step S777 that the effect pattern designation buffer value is other than “0” (step S777; No), for example, the value of the battle effect counter provided in the effect control counter setting unit 193 (battle effect count) Value) is read (step S778). Here, in the battle effect counter, in the process of step S651 shown in FIG. 46, at the end of the big hit gaming state, the prefetch result that the special figure display result is “big hit” and the big hit type is other than “surprise” is prefetched. If it is stored in the result notification command reception buffer 200, the hold number associated with the prefetch result in the prefetch result notification command reception buffer 200 is set as the initial count value, and the special figure display result is “big hit”. If a prefetch result with a jackpot type other than “Accuracy” is not stored, the number of pending storages in the prefetch result notification command reception buffer 200 is set as the initial count value.
  Then, the effect control CPU 120 determines a battle effect pattern corresponding to the effect pattern designation buffer value and the battle effect count value by referring to the battle effect pattern determination table 160 shown in FIG. 15 (step S779). Thereafter, the battle effect in-progress flag is set to the on state (step S780), and the battle effect setting process is terminated.
  After executing the battle effect setting process as described above in step S554 of FIG. 35, the effect control pattern is determined as one of a plurality of patterns prepared in advance (step S555). At this time, the effect control CPU 120 selects one of a plurality of prepared symbol variation control patterns corresponding to the variation pattern indicated in the variation pattern designation command, for example, and sets it as a usage pattern. Further, in response to the notice pattern determined in the notice effect setting process in step S553, one of a plurality of prepared notice effect control patterns is selected and set as a use pattern. Furthermore, as shown in FIG. 39, one of a plurality of prepared battle effect control patterns is selected corresponding to the battle effect pattern determined in the battle effect setting process in step S554 and the battle effect count value. Set as usage pattern.
  As an example, if the battle effect pattern of battle effect BP4-2 is determined in step S779 of FIG. 38 and the battle effect count value is “4”, the teammate character is in contact with character A in step S555. A battle effect control pattern of CBP 1-1-1 that displays an effect image of a scene to start a battle is set as a use pattern. When the battle effect count value is “3”, in step S555, a battle effect control pattern CBP2-1-1 that displays an effect image or the like of the scene in which the teammate character is fighting with the character A is used as the use pattern. Set. Further, when the battle effect count value is “2”, in step S555, a battle effect control pattern CBP3-1-1 that displays an effect image or the like of a scene in which the ally character is fighting with the character A is used as the use pattern. Set. When the battle effect count value is “1”, a battle effect control pattern CBP4-1-3 that displays an effect image of a scene where the teammate character wins the battle with the character A is used as a use pattern in step S555. Set.
  As another example, when the battle effect pattern of battle effect BP4-3 is determined in step S779 of FIG. 38 and the battle effect count value is “4”, the ally character is character B in step S555. A battle effect control pattern of CBP1-2-1 that displays an effect image of a scene in which a battle is started is set as a use pattern. When the battle effect count value is “3”, a battle effect control pattern CBP2-2-1 that displays an effect image of a scene in which the ally character is fighting with the character B is used as a use pattern in step S555. Set. Furthermore, when the battle effect count value is “2”, a battle effect control pattern CBP3-2-1 that displays an effect image of a scene in which the ally character is fighting with the character B is used as a use pattern in step S555. Set. When the battle effect count value is “1”, a battle effect control pattern CBP4-2-3 that displays an effect image of a scene in which the teammate character loses the battle with the character B is used as a use pattern in step S555. Set.
  Following the processing of step S555, for example, the initial value of the effect control process timer provided in the effect control timer setting unit 192 is set corresponding to the change pattern indicated in the change pattern designation command (step S556). And the setting for starting the fluctuation | variation of the decoration design in the image display apparatus 5 is performed (step S557). At this time, for example, the display control command designated by the display control data included in the symbol variation control pattern determined as the use pattern in step S555 is transmitted to the VDP or the like of the display control unit 123. The variation of the decorative symbols may be started in the “left”, “middle”, and “right” decorative symbol display areas 5L, 5C, and 5R provided on the display screen 5. Thereafter, the value of the effect process flag is updated to “2”, which is a value corresponding to the decorative symbol variation process (step S558), and the decorative symbol variation setting process is terminated.
  FIG. 40 is a flowchart showing an example of the decorative symbol variation process executed in step S162 of FIG. In the decorative symbol variation process shown in FIG. 40, the effect control CPU 120 first updates the effect control process timer value (for example, 1 subtraction), for example (step S561), and then displays the updated effect control process timer value. Compared with the production control process timer determination value indicated by the control pattern, it is determined whether or not any of the timer determination values is met (step S562). And if it does not correspond to any timer judgment value (step S562; No), the decorative symbol variation process is terminated.
  When the timer determination value is matched in step S562 (step S562; Yes), various control data (display control data, sound control data, lamp control data) stored in the effect control pattern in association with the timer determination value. , One of the end codes) is read (step S563). Here, if the plurality of timer determination values indicated by the effect control pattern in step S562 match the effect control process timer value, the plurality of stored timer determination values are associated with each other and stored. What is necessary is just to read control data by the process of step S563. Then, it is determined whether or not the control data read in step S563 is an end code (step S564). At this time, if it is determined that it is not an end code (step S564; No), after performing an effect control command process for performing a command or setting according to the control data read in step S563 (step S564) S565), the decorative pattern changing process is terminated.
  If it is determined in step S565 that it is an end code (step S565; Yes), it is determined whether or not the battle effect flag is on (step S566). At this time, if the battle effect flag is on (step S566; Yes), the battle effect count value is updated by subtracting 1 (step S567), and the updated battle effect count value is “0”. It is determined whether or not (step S568). At this time, if the count value during the battle effect is “0” (step S568; Yes), the battle effect flag is cleared and turned off (step S569), and the effect pattern designation buffer value is the initial value. It is updated to “0” (step S570).
  When it is determined in step S566 that the battle effect flag is off (step S566; No), or when it is determined in step S568 that the battle effect count value is other than “0” (step S568; No). ) After executing the processing of step S570, for example, by setting a predetermined timer initial value in the effect control process timer, the hit start designation command reception waiting time is set (step S559). Then, the value of the decorative symbol process flag is updated to “3”, which is a value corresponding to the processing at the end of decorative symbol variation (step S560), and then the decorative symbol variation processing is terminated. When a decorative symbol stop command is transmitted from the main board 11 to the effect control board 12, when it is determined in step S564 that it is an end code, “left”, “middle”, “right” ”In the decorative symbol display areas 5L, 5C, and 5R, for example, temporarily stop display is performed so as to display the fluctuation variation of the decorative symbol, and the decorative symbol stop command is received in the decorative symbol variation end process of step S163 shown in FIG. In response to this, the decorative design may be stopped completely.
  FIG. 41 is a flowchart showing an example of the decorative symbol variation end process executed in step S163 of FIG. In the decorative symbol variation end process shown in FIG. 41, the effect control CPU 120 first determines whether or not the hit start designation command reception waiting time has elapsed, for example, by setting the effect control process timer value to a predetermined timer determination value. Is determined (step S571). At this time, if the winning start designation command reception waiting time has elapsed (step S571; Yes), the finalized symbol is displayed as a final stop symbol with a definite decorative symbol that is a lost combination being derived and displayed (step S572). When a decorative symbol stop command is transmitted from the main board 11 to the effect control board 12, the decorative symbol display areas of “left”, “middle”, and “right” are displayed until the decorative symbol stop command is received. What is necessary is just to carry out temporary stop display so that the fluctuation variation display of a decoration symbol may be performed, for example in 5L, 5C, and 5R. Then, after the value of the effect process flag is initialized to “0” (step S573), the decorative symbol variation end process is terminated.
  When it is determined in step S571 that the hit start designation command reception waiting time has not elapsed (step S571; No), it is determined whether or not a hit start designation command transmitted from the main board 11 has been received (step S574). ). At this time, if no hit start designation command is received (step S574; No), the decorative symbol variation end process is terminated as it is.
  If it is determined in step S574 that a hit start designating command has been received (step S574; Yes), the finalized symbol as a final stop symbol is displayed as a final stop symbol and displayed as a final stop symbol (step S575). Subsequently, it is determined whether or not the special figure display result is “big hit” by reading the EXT data of the hit start command (step S576). At this time, if the special figure display result is not “big hit” (step S576; No), the value of the effect process flag is updated to “5” which is a value corresponding to the effect process during the small hit control (step S577). ), And finishes the decorative symbol variation end process.
  When it is determined in step S576 that the special figure display result is “big hit” (step S576; Yes), for example, by reading the EXT data in the display result notification command transmitted from the main board 11, the big hit type is “ A determination is made as to whether it is “surprise” or not (step S578). At this time, if it is other than “probability” (step S578; No), a prefetch result determination process is executed (step S579).
  FIG. 42 is a flowchart illustrating an example of the prefetch result determination process executed in step S579 of FIG. In the prefetching result determination process shown in FIG. 42, the effect control CPU 120 first reads a prefetching result such as a special figure display result or a jackpot type stored in the prefetching result notification command reception buffer 200 (step S781). . Subsequently, the special figure display result read from the prefetch result notification command reception buffer 200 is determined (step S782). At this time, if there is no special figure display result of “big hit” (step S783; No), it is determined whether or not there is a special figure display result of “small hit” (step S784).
  If it is determined in step S783 that there is a special figure display result of “big hit” (step S783; Yes), the big hit type corresponding to the special figure display result of “big hit” becomes “surprise”. It is determined whether or not there is something (step S785).
  When it is determined in step S784 that there is a special figure display result of “small hit” (step S784; Yes), the big hit type determined in step S785 has nothing other than “surprise”. In such a case (step S786; Yes), the prefetch result determination process is terminated as it is.
  When it is determined in step S785 that there is an item whose jackpot type is other than “surprise” (step S785; No), the jackpot type is determined to be other than “surprise” by referring to the prefetch result notification command reception buffer 200. The hold number associated with the prefetch result is specified (step S787).
  When it is determined in step S784 that there is a special figure display result of “small hit” (step S784; Yes), or after the process of step S787 is executed, a prefetch effect pattern is determined. As the use table, the prefetch effect pattern determination table 161 shown in FIG. 16 is selected and set (step S788). Then, based on the numerical data indicating the random value SR1 for determining the prefetching effect pattern, the prefetching effect pattern is set to any one of a plurality of types by referring to the prefetching effect pattern determination table 161 set in step S788. Determine (step S789). Then, after setting the production pattern designation buffer value (step S790). For example, as shown in FIG. 43A, when the pre-reading effect pattern of the pre-reading effect A is determined in step S789, it is determined in step S783 that there is no special figure display result that is “big hit”. If it is determined that the effect pattern designation buffer value is “1”, and it is determined that there is a special figure display result of “big hit”, the effect pattern designation buffer value is set to “2”. . Further, when the pre-reading effect pattern of the pre-reading effect B is determined in step S789, if it is determined in step S783 that there is no special figure display result that is “big hit”, the effect pattern designation buffer If the value is set to “3” and it is determined that there is a special figure display result of “big hit”, “4” is set to the effect pattern designation buffer value. Furthermore, when the pre-reading effect pattern of the pre-reading effect C is determined in step S789, if it is determined in step S783 that there is no special figure display result that is “big hit”, the effect pattern designation buffer When the value is set to “5” and it is determined that there is a special figure display result of “big hit”, “6” is set to the effect pattern designation buffer value. If the pre-reading effect pattern of the pre-reading effect D is determined in step S789, “7” is set to the effect pattern designation buffer value.
  After executing the process of step S790, the prefetch effect execution period determination table 162 shown in FIG. 17 is selected and set as a use table for determining the period for executing the prefetch effect (step S791). Then, by referring to the pre-reading effect execution period determination table 162 set in step S791 based on the numerical data indicating the random number value SR2 for determining the pre-reading result execution period, It is determined in which period during the control and at the end of jackpot (step S792). Then, for example, after setting the value of the prefetch effect execution period designation buffer provided in the effect control buffer setting unit 194 (prefetch effect execution period designation buffer value) (step S793), the prefetch result determination process ends. . In this case, for example, as shown in FIG. 43 (B), if it is determined in step S792 that the prefetch effect is to be executed at the start of the big hit, “0” is set to the prefetch effect execution period designation buffer value. On the other hand, when it is determined in step S792 that the pre-reading effect is to be executed during the jackpot control, “1” is set in the pre-reading effect execution period designation buffer value, and when it is determined to be executed at the end of the jackpot, “2” is set to the prefetch effect execution period designation buffer value.
  After executing the above-described prefetching result determination process in step S579 of FIG. 41, it is determined whether or not the prefetching effect execution period designation buffer value is “0” (step S580). At this time, if the pre-reading effect execution period designation buffer value is other than “0” (step S580; No), the decorative symbol variation end process is terminated as it is.
  When it is determined in step S580 that the pre-reading effect execution period designation buffer value is “0” (step S580; Yes), the effect pattern designation buffer value is read (step S581), and the effect pattern designation buffer value is “0”. It is determined whether or not (step S582). At this time, if the effect pattern designation buffer value is “0” (step S582; Yes), the decorative symbol variation end process is terminated as it is.
  If the effect pattern designation buffer value is other than “0” in step S582 (step S582; No), a setting is made to start the big hit start prefetch effect corresponding to the effect pattern designation buffer value (step S583). . In this case, when the production pattern designation buffer value is “1” or “2”, settings for starting the production operation for gradually raising the character A shown in FIG. When “3” or “4” is set, a setting for starting an effect operation for gradually raising the character B shown in FIG. 4B is performed. When the effect pattern designation buffer value is “5” or “6”, a setting for starting an effect operation for gradually raising the character C shown in FIG. 4C is performed, and the effect pattern designation buffer value is set. When it is “7”, a setting is made to start an effect operation that gradually raises the character D shown in FIG. Then, for example, the pre-reading effect flag provided in the effect control flag setting unit 191 is set to the on state (step S584), and the value of the effect process flag is a value corresponding to the effect process during the big hit control “4”. (Step S585), the decorative symbol variation end process is terminated.
  FIG. 44 is a flowchart showing an example of the big hit control effect processing executed in step S164 of FIG. In the big hit control effect processing shown in FIG. 44, the effect control CPU 120 first determines whether or not a hit end designation command transmitted from the main board 11 has been received (step S601). At this time, if a hit end designation command is received (step S601; Yes), a setting for ending the big hit effect that is performed corresponding to the big hit game state is set (step S602), and the value of the production process flag is set. After updating to “6” corresponding to the ending effect process (step S603), the big hit control effect process is terminated. As an example, in the process of step S602, a predetermined display control command is supplied to the display control unit 123, a predetermined sound effect signal is transmitted to the sound control board 13, and a predetermined electrical decoration signal is transmitted. It is only necessary to perform control to end the effect operation that is the effect during the big hit by transmitting to the lamp control board 14 or the like.
  If no hit end designation command is received in step S601 (step S601; No), it is determined whether or not the pre-reading effect flag provided in the effect control flag setting unit 191 is on (step S610). ).
  If it is determined in step S610 that the pre-reading effect flag is off (step S610; No), it is determined whether or not the pre-reading effect execution period designation buffer value is “1” (step S611). ). At this time, if the pre-reading effect execution period designation buffer value is “1” (step S611; Yes), for example, depending on whether or not the effect control process timer value matches a predetermined effect start determination value, etc. It is determined whether or not the execution timing of the medium pre-reading effect has come (step S612).
  If it is determined in step S612 that it is the execution timing of the big hit prefetch effect (step S612; Yes), the effect pattern designation buffer value is read (step S613), and the effect pattern designation buffer value is “0”. It is determined whether or not (step S614).
  If it is determined in step S614 that the effect pattern designation buffer value is other than “0” (step S614; No), a setting for starting the big hit prefetching effect corresponding to the effect pattern designation buffer value is made. This is performed (step S615). In this case, when the production pattern designation buffer value is “1” or “2”, settings for starting the production operation for gradually raising the character A shown in FIG. When “3” or “4” is set, a setting for starting an effect operation for gradually raising the character B shown in FIG. 4B is performed. When the effect pattern designation buffer value is “5” or “6”, a setting for starting an effect operation for gradually raising the character C shown in FIG. 4C is performed, and the effect pattern designation buffer value is set. When it is “7”, a setting is made to start an effect operation that gradually raises the character D shown in FIG. Then, after setting the pre-reading effect flag to the on state (step S616), the big hit control effect processing is terminated.
  When it is determined in step S609 that the prefetch effect execution period designation buffer value is other than “1” (step S611; No), it is determined that it is not the execution timing of the big hit prefetch effect in step S612. In the case (step S612; No), if it is determined in step S614 that the effect pattern designation buffer value is “0” (step S614; Yes), the number of rounds is the number of rounds executed in the big hit gaming state. A setting is made to execute an effect operation that becomes an effect during the corresponding big hit (step S617). As an example, in the process of step S617, the number of rounds in the big hit gaming state is specified from the big round winning opening open designation command for 15 rounds big hit, sudden hit / small hit, and sudden appearance that are transmitted from the main board 11. . When the number of rounds is updated, the effect control pattern corresponding to the updated number of rounds is read from various effect control pattern tables, and the effect control process timer is set. Then, according to the control data read from the effect control pattern according to the effect control process timer value, supplying a display control command to the display control unit 123, transmitting a sound effect signal to the sound control board 13, By transmitting a signal to the lamp control board 14, an effect operation that is an effect during a big hit is executed. After performing the process of step S617, the big hit control effect process is terminated.
  In the process of step S612, when setting corresponding to the fact that the designation command for opening the big winning opening for accuracy / small hit is transmitted from the main board 11, it is executed immediately before the big hit gaming state is entered. Depending on the variation pattern type into which the variation pattern in the variable display of decorative symbols is classified, settings for executing different rendering operations may be performed.
  If it is determined in step S610 of FIG. 44 that the pre-reading effect flag is on (step S610; Yes), settings are made to control the effect operation that becomes the big hit prefetching effect ( Step S618). As an example, in the process of step S618, according to the control data read from the effect control pattern according to the effect control process timer value, the display control command is supplied to the display control unit 123, and the sound effect signal is sent to the sound control board 13. It is only necessary to control the presentation operation that becomes the pre-fetching effect during the big hit by transmitting the electric decoration signal to the lamp control board 14 or the like. After executing the process of step S618, the big hit control effect process is terminated.
  45 and 46 are flowcharts showing an example of the ending effect process executed in step S166 of FIG. In this ending effect process, the effect control CPU 120 first determines whether or not the ending effect flag provided in the effect control flag setting unit 191 is on (step S631 in FIG. 45). Here, the ending effect flag is set to an on state by executing a process in step S639 described later, while being cleared to an off state by executing a process in step S642.
  If the ending effect flag is off in step S631 (step S631; No), it is determined whether the prefetch effect flag is on (step S632). At this time, if the pre-reading effect flag is off (step S632; No), it is determined whether or not the pre-reading effect execution period designation buffer value is “2” (step S633). At this time, if the pre-reading effect execution period designation buffer value is “2” (step S633; Yes), the effect pattern designation buffer value is read (step S634), and the effect pattern designation buffer value is “0”. It is determined whether or not (step S635).
  If it is determined in step S635 that the effect pattern designation buffer value is other than “0” (step S635; No), settings for starting the ending pre-reading effect corresponding to the effect pattern designation buffer value are performed. (Step S636). In this case, when the production pattern designation buffer value is “1” or “2”, settings for starting the production operation for gradually raising the character A shown in FIG. When “3” or “4” is set, a setting for starting an effect operation for gradually raising the character B shown in FIG. 4B is performed. When the effect pattern designation buffer value is “5” or “6”, a setting for starting an effect operation for gradually raising the character C shown in FIG. 4C is performed, and the effect pattern designation buffer value is set. When it is “7”, a setting is made to start an effect operation that gradually raises the character D shown in FIG. As an example, in the process of step S635, in response to the end of the 15th round big hit state, an effect control pattern for executing a pre-read effect is read from various effect control pattern tables, and an effect control process timer is set.
  When it is determined in step S633 that the prefetch effect execution period designation buffer value is other than “2” (step S633; No), it is determined in step S635 that the effect pattern designation buffer value is “0”. In the case of being (step S635; Yes), a setting for starting an effect operation that becomes a predetermined ending effect without a pre-read effect is performed (step S636). As an example, in the process of step S636, it is determined by reading the EXT data of the hit end designation command transmitted from the main board 11 to determine whether the 15 round big hit state is finished or the 2 round big hit state is finished. Then, in accordance with the determination result of the jackpot gaming state to be ended, an effect control pattern that does not execute the pre-read effect is read from various effect control pattern tables, and an effect control process timer is set.
  If it is determined in step S632 that the pre-reading effect flag is on (step S632; Yes), a predetermined pre-reading effect ending effect that is a continuation of the big hit start prefetching effect or the big hit prefetching effect Is set to start (step S638).
  After executing any of the processes of steps S636, S637, and S638, the ending effect flag is set to the on state (step S639), and the ending effect process is terminated.
  If it is determined in step S631 that the ending effect flag is on (step S631; Yes), for example, the effect control process timer value matches the effect end determination value indicated in the effect control pattern? It is determined whether or not it is the end timing of the ending effect depending on whether or not (step S640). Here, the ending effect is an effect operation executed in response to the end of the big hit gaming state, including an ending effect without a pre-read effect, an ending pre-read success effect, and an ending pre-read failure effect.
  If it is determined in step S640 that it is not the end timing of the ending effect (step S640; No), settings are made to control the effect operation that becomes the ending effect (step S641). As an example, in the process of step S641, the display control command is supplied to the display control unit 123 according to the control data read from the effect control pattern according to the effect control process timer value, and the sound effect signal is sent to the sound control board 13. It is only necessary to control the rendering operation as an ending effect by transmitting the illumination signal or transmitting the illumination signal to the lamp control board 14. After executing the process of step S641, the ending effect process is terminated. On the other hand, when it is determined in step S640 that it is the end timing of the ending effect (step S640; Yes), for example, the ending effect flag is cleared and turned off, and the display control unit 123 Ending effects such as supplying a predetermined display control command, transmitting a predetermined sound effect signal to the sound control board 13, and transmitting a predetermined electrical signal to the lamp control board 14. Is set to end the process (step S642).
  Further, the effect control CPU 120 determines whether or not the pre-read effect flag is on (step S643 in FIG. 46). At this time, if the pre-reading effect flag is on (step S643; Yes), the pre-reading effect flag is cleared and turned off (step S644) and stored in the prefetch result notification command reception buffer 200. It is determined again whether or not there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetched result (step S645). At this time, if there is no prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S645; No), the number of reserved memories in the prefetch result notification command reception buffer 200 is specified ( Step S646).
  If it is determined in step S645 that there is a pre-read result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S645; Yes), the effect pattern designation buffer value is read ( In step S647), it is determined whether the effect pattern designation buffer value is “1”, “3”, or “5” (step S648). At this time, if the production pattern designation buffer value is any one of “1”, “3”, and “5” (step S648; Yes), the prefetch result notification command reception buffer 200 is specially designated in step S579 of FIG. After it is determined that there is no display result that is “big hit” and the big hit type is anything other than “surprise”, the destination to notify the prefetch result that the special figure display result is “big hit” and the big hit type is other than “surprise” Since the reading result notification command has been transmitted from the main board 11, 1 is added to the effect pattern designation buffer value, and it is updated so as to become any one of “2”, “4”, and “6” (step S649). . Thereby, it becomes possible to change the victory or defeat of the battle without changing the character appearing in the pre-reading effect and the battle effect.
  When it is determined in step S648 that the effect pattern designation buffer value is not “1”, “3”, or “5” (step S648; Yes), after the process of step S649 is executed, the prefetching is performed. In the result notification command reception buffer 200, the reserved number associated with the prefetch result in which the special figure display result is “big hit” is specified (step S650).
  Then, the number of reserved memories specified in step S646 or the reserved number specified in step S650 is set as a count initial value in the battle effect counter (step S651). In step S645, if there is no prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S645; No), it is stored in the prefetch result notification command reception buffer 200. It may be determined whether or not the prefetched result includes a random value MR3 for determining the variation pattern type that falls within the common range of the super reach variation pattern. Then, when there is no prefetching result in which the random number value MR3 for determining the variation pattern type falls within the super reach variation pattern common range, the process proceeds to step S646 while the random number value for determining the variation pattern type is determined. When there is a prefetch result in which MR3 falls within the common range of the super reach variation pattern, the prefetch result notification command reception buffer 200 specifies the hold number associated with the prefetch result, and counts in step S651. You may make it set to a battle production counter as an initial value.
  If it is determined in step S643 that the pre-reading effect flag is off (step S643; No), after executing the process of step S651, the value of the effect process flag corresponds to the decorative symbol variation start waiting process. After updating the value to “0” (step S652), the ending effect process is terminated.
  Next, specific examples of various effects performed in the pachinko gaming machine 1 will be described.
  In the effect control board 12, the effect control CPU 120, in the decorative symbol variation end process shown in FIG. 41, before the waiting time for receiving the start start command transmitted from the main board 11 elapses (step S <b> 571; No). When a winning start designation command is received (step S574; Yes), first, a final decorative symbol as a final stop symbol is displayed as a final stop symbol as a final stop symbol, and is derived and displayed (step S575). As shown in FIG. 48 (A), the big hit start effect display is executed in which a notification image indicating that the variable symbol display result of the decorative symbol is “big hit” is displayed at the center of the display area.
  Subsequently, the effect control CPU 120 determines whether the special figure display result is “big hit” or “small hit”, whether the big hit type is “surprise”, or the like (steps S576 to S576). S578). When it is determined that the special figure display result is “big hit” and the big hit type is other than “surprise” (step S579; No, step S578; No), the prefetch result determination process shown in FIG. 42 is executed. (Step S579).
  In the prefetching result determination process, the effect control CPU 120 first reads a prefetching result such as a special figure display result and a jackpot type stored in the prefetching result notification command reception buffer 200 (step S781). Next, the effect control CPU 120 determines whether there is a prefetch result read from the prefetch result notification command reception buffer 200 with a special figure display result of “big hit” and a big hit type other than “surprise”. Is determined (steps S782 to S786).
  At this time, when the prefetch result notification command reception buffer 200 has a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S786; Yes), the prefetch result notification By referring to the command reception buffer 200, the reservation number associated with the prefetching result whose jackpot type is other than “accuracy” is specified (step S787). Then, the effect control CPU 120 refers to the prefetch effect pattern determination table 161 shown in FIG. 16 on the basis of the numerical data indicating the random value SR1 for determining the prefetch effect pattern, so that a plurality of types of prefetch effect patterns are selected. (Step S789).
  As an example, when it is determined in steps S <b> 782 to S <b> 786 that the prefetch result notification command reception buffer 200 has no prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (steps). S784; No), when the prefetch effect pattern of the prefetch effect B is determined in step S789, “3” is set to the effect pattern designation buffer value (step S790).
  Subsequently, the effect control CPU 120 refers to the prefetch effect execution period determination table 162 shown in FIG. 17 on the basis of the numerical data indicating the random value SR2 for determining the prefetch result execution period. It is determined in which period of time the big hit starts, during the big hit control, or at the end of the big hit (step S792). In this example, it is determined that the prefetch effect is executed during the jackpot control, and “1” is set to the prefetch effect execution period designation buffer value (step S793).
  Thereafter, the effect control CPU 120 updates the value of the effect process flag to “4” in the decoration symbol variation end process shown in FIG. 41 (step S587), thereby starting the effect process during jackpot control shown in FIG. Is done.
  The effect control CPU 120 determines whether or not the big hit prefetch effect execution timing has been reached because the prefetch effect execution period designation buffer value is “1” in the big hit control effect processing (step S611; Yes). Determination is made (step S612).
  When it is determined that it is the execution timing of the big hit prefetching effect (step S612; Yes), the production control CPU 120 performs setting for starting the big hit prefetching effect corresponding to the production pattern designation buffer value. By performing (step S615), for example, as shown in FIG. 47B, an effect image such as “What is the opponent of the battle?” Is displayed on the image display device 5. At this time, the pre-reading effect flag is set to the on state (step S616).
  Thereafter, since the pre-reading effect flag is on (step S610; Yes), the effect control CPU 120 performs setting for controlling the effect operation that becomes the big hit pre-reading effect (step S618). In this example, since the production pattern setting buffer value is set to “3”, for example, as shown in FIGS. 47C to 47F, the character B is used as an enemy character that the teammate character fights in the battle production. Staging operations that gradually emerge.
  Then, when the hit end designation command is received (step S601; Yes), the effect control CPU 120 updates the value of the effect process flag to “6” (step S603), thereby starting the ending effect process shown in FIG. Is done.
  In the ending effect process, the effect control CPU 120 starts a predetermined pre-reading effect continuation ending effect that is a continuation of the jackpot pre-reading effect because the pre-reading effect flag is on (step S632; Yes). To make the setting (step S638). At this time, the ending effect flag is set to the on state (step S639).
  Thereafter, the effect control CPU 120 performs setting for controlling the effect operation to be the ending effect (step S641) because the ending effect flag is on (step S631; Yes), for example, FIG. As shown in 47 (G), a notification image indicating that the “big hit” has ended is displayed at the center of the display area (step S641).
  Then, when the end timing of the ending effect is reached (step S641; Yes), the effect control CPU 120 performs settings for ending the ending effect (step S642), and clears the pre-reading effect flag to turn it off. By doing this (step S644), the pre-reading effect is terminated. In this example, the prefetch result notification command reception buffer 200 does not have a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S645; No), so that the prefetch result notification is received. The number of reserved memories (“4” in this example) in the command reception buffer 200 is set in the battle effect counter as a count initial value (step S651).
  Then, the effect control CPU 120 ends the ending effect process by updating the value of the effect process flag to “0” (step S652).
  After such a pre-reading effect is executed, in the first variable display of decorative symbols, in the battle effect setting process shown in FIG. 38, the effect pattern setting buffer value is “3” and the battle effect count value is “4”. Therefore, the battle effect BP4-3 battle effect pattern is determined (step S784), and the battle effect flag is set to the on state (step S785).
  Thereafter, the CPU 120 for effect control determines the battle effect pattern of the battle effect BP4-3 in step S784 in the decorative symbol variation setting process shown in FIG. 35, and the battle effect count value is “4”. The battle effect control pattern of 2-1 is determined as the usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP1-2-1 in the decorative symbol variation process shown in FIG. As shown in the figure, an effect image in which the teammate character and the character B start a battle is displayed on the image display device 5 to start a battle effect.
  After that, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “3” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, by deriving and displaying the final decorative symbol as a final stop symbol as a final combination of lost combinations (step S572), the first variable symbol variable display is terminated.
  Subsequently, in the second variable display of decorative symbols, in the decorative symbol variation setting process shown in FIG. 35, the battle effect pattern of battle effect BP4-3 is determined in step S784, and the battle effect count value is “3”. Therefore, the battle effect control pattern of CBP2-2-1 is determined as the usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP2-2-1 in the decorative symbol changing process shown in FIG. As shown in FIG. 2, an effect image in which the teammate character and the character B fight is displayed on the image display device 5.
  After that, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “2” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, the final decorative pattern is derived and displayed as a final stop symbol by derivation and display as a final stop symbol (step S572), thereby terminating the second variable variable symbol display.
  Further, in the third decorative pattern variable display, in the decorative symbol variation setting process shown in FIG. 35, the battle effect pattern of battle effect BP4-3 is determined in step S784, and the battle effect count value is “2”. Therefore, the battle effect control pattern of CBP3-2-1 is determined as the usage pattern (step S555). Then, the CPU 120 for effect control performs control for executing the effect operation according to the battle effect control pattern of CBP3-2-1 in the decorative symbol variation process shown in FIG. As shown in FIG. 2, an effect image in which the teammate character and the character B fight is displayed on the image display device 5.
  Thereafter, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “1” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, the final decorative pattern is variably displayed by deriving and displaying the final decorative symbol as the final stop symbol in the lost combination (step S572).
  In the fourth decorative symbol variable display, in the decorative symbol variation setting process shown in FIG. 35, the battle effect pattern of battle effect BP4-3 is determined in step S784, and the battle effect count value is “1”. Therefore, the battle effect control pattern of CBP4-2-2 is determined as the usage pattern (step S555). Then, the CPU 120 for effect control performs control for executing the effect operation according to the battle effect control pattern of CBP4-2-2 in the decorative symbol changing process shown in FIG. As shown in (L), an effect image in which the teammate character loses the battle with the character B is displayed on the image display device 5.
  Thereafter, when the end code is read in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “0”, and then clears the battle effect flag. The battle effect is terminated by setting the off state and updating the effect pattern designation buffer value to “0” (steps S567 to S570). Then, the effect control CPU 120 derives and displays the final decorative symbol as a final stop symbol in the decorative symbol variation end process shown in FIG. 41 (step S572).
  As another example, when it is determined in steps S <b> 782 to S <b> 786 that the prefetch result notification command reception buffer 200 has a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise”. (Step S784; No), when the prefetch effect pattern of the prefetch effect A is determined in Step S789, “2” is set to the effect pattern designation buffer value (Step S790).
  Subsequently, the effect control CPU 120 refers to the prefetch effect execution period determination table 162 shown in FIG. 17 on the basis of the numerical data indicating the random value SR2 for determining the prefetch result execution period. It is determined in which period of time the big hit starts, during the big hit control, or at the end of the big hit (step S792). In this example, it is determined that the prefetch effect is executed during the jackpot control, and “1” is set to the prefetch effect execution period designation buffer value (step S793).
  Thereafter, the effect control CPU 120 updates the value of the effect process flag to “4” in the decoration symbol variation end process shown in FIG. 41 (step S587), thereby starting the effect process during jackpot control shown in FIG. Is done.
  The effect control CPU 120 determines whether or not the big hit prefetch effect execution timing has been reached because the prefetch effect execution period designation buffer value is “1” in the big hit control effect processing (step S611; Yes). Determination is made (step S612).
  When it is determined that it is the execution timing of the big hit prefetching effect (step S612; Yes), the production control CPU 120 performs setting for starting the big hit prefetching effect corresponding to the production pattern designation buffer value. By doing this (step S615), for example, as shown in FIG. 48B, an effect image such as “What is the opponent of the battle?” Is displayed on the image display device 5. At this time, the pre-reading effect flag is set to the on state (step S616).
  Thereafter, since the pre-reading effect flag is on (step S610; Yes), the effect control CPU 120 performs setting for controlling the effect operation that becomes the big hit pre-reading effect (step S618). In this example, since the effect pattern setting buffer value is set to “2”, for example, as shown in FIGS. 48 (C) to 48 (F), the character A is used as an enemy character that the teammate character fights in the battle effect. Staging operations that gradually emerge.
  Then, when the hit end designation command is received (step S601; Yes), the effect control CPU 120 updates the value of the effect process flag to “6” (step S603), thereby starting the ending effect process shown in FIG. Is done.
  In the ending effect process, the effect control CPU 120 starts a predetermined pre-reading effect continuation ending effect that is a continuation of the jackpot pre-reading effect because the pre-reading effect flag is on (step S632; Yes). To make the setting (step S638). At this time, the ending effect flag is set to the on state (step S639).
  Thereafter, the effect control CPU 120 performs setting for controlling the effect operation to be the ending effect (step S641) because the ending effect flag is on (step S631; Yes), for example, FIG. As shown in FIG. 48 (G), a notification image indicating that “big hit” has ended is displayed at the center of the display area (step S641).
  Then, when the end timing of the ending effect is reached (step S641; Yes), the effect control CPU 120 performs settings for ending the ending effect (step S642), and clears the pre-reading effect flag to turn it off. By doing this (step S644), the pre-reading effect is terminated. In this example, the prefetching result notification command reception buffer 200 has a prefetching result in which the special figure display result is “big hit” and the big hit type is other than “surprise” (step S645; Yes). In the command reception buffer 200, the hold number (“4” in this example) associated with the prefetch result in which the special figure display result is “big hit” is set in the battle effect counter as the initial count value (step S651). ).
  Then, the effect control CPU 120 ends the ending effect process by updating the value of the effect process flag to “0” (step S652).
  After such a pre-reading effect is executed, in the first variable display of decorative symbols, in the battle effect setting process shown in FIG. 38, the effect pattern setting buffer value is “2” and the battle effect count value is “4”. Therefore, the battle effect BP4-2 is determined as the battle effect pattern (step S784) and the battle effect flag is set to the on state (step S785).
  Thereafter, the CPU 120 for effect control determines the battle effect pattern of battle effect BP4-2 in step S784 in the decorative symbol variation setting process shown in FIG. 35, and the battle effect count value is “4”. The battle effect control pattern of 1-1 is determined as a usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP1-1-1 in the decorative symbol variation process shown in FIG. As shown in the figure, an effect image in which the teammate character and the character A start a battle is displayed on the image display device 5 to start a battle effect.
  After that, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “3” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, by deriving and displaying the final decorative symbol as a final stop symbol as a final combination of lost combinations (step S572), the first variable symbol variable display is terminated.
  Subsequently, in the second variable display of decorative symbols, in the decorative symbol variation setting process shown in FIG. 35, a battle effect pattern of battle effect BP4-2 is determined in step S784, and the battle effect count value is “3”. Therefore, the battle effect control pattern of CBP2-1-1 is determined as the usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP2-1-1 in the decorative symbol variation process shown in FIG. As shown in the figure, an effect image in which the teammate character and the character A fight is displayed on the image display device 5.
  After that, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “2” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, the final decorative pattern is derived and displayed as a final stop symbol by derivation and display as a final stop symbol (step S572), thereby terminating the second variable variable symbol display.
  Furthermore, in the decorative display of the decorative pattern for the third time, in the decorative pattern variation setting process shown in FIG. 35, the battle effect pattern of battle effect BP4-2 is determined in step S784, and the battle effect count value is “2”. Therefore, the battle effect control pattern of CBP3-1-1 is determined as the usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP3-1-1 in the decorative symbol variation process shown in FIG. As shown in the figure, an effect image in which the teammate character and the character A fight is displayed on the image display device 5.
  Thereafter, when the end code is read out in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “1” (step S567), and then returns to FIG. In the decorative pattern variation end process shown, the final decorative pattern is variably displayed by deriving and displaying the final decorative symbol as the final stop symbol in the lost combination (step S572).
  Then, in the fourth decorative symbol variable display, in the decorative symbol variation setting process shown in FIG. 35, the battle effect pattern of battle effect BP4-2 is determined in step S784, and the battle effect count value is “1”. Therefore, the battle effect control pattern of CBP4-2-2 is determined as the usage pattern (step S555). Then, the effect control CPU 120 performs control for executing the effect operation according to the battle effect control pattern of CBP4-2-2 in the decorative symbol variation process shown in FIG. As shown in (L), an effect image in which the teammate character wins the battle with the character A is displayed on the image display device 5.
  Thereafter, when the end code is read in step S563 (step S564; Yes), the effect control CPU 120 subtracts 1 from the battle effect count value and updates it to “0”, and then clears the battle effect flag. The battle effect is terminated by setting the off state and updating the effect pattern designation buffer value to “0” (steps S567 to S570). Then, the effect control CPU 120 derives and displays the finalized symbol as a final stop symbol in the decorative symbol variation end process shown in FIG. 41 (step S575).
  As described above, according to the pachinko gaming machine 1, the CPU 120 for effect control includes a special view among the prefetch results read from the prefetch result notification command reception buffer 200 in the prefetch result determination process shown in FIG. It is determined whether or not there is an item whose display result is “big hit” and whose big hit type is other than “surprise”. Then, the effect control CPU 120 refers to the prefetch effect pattern determination table 161 shown in FIG. 16 to determine whether there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise”. The pre-reading effect pattern is determined as one of a plurality of types at a different rate depending on the determination result.
  Specifically, if there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, the prefetch effect pattern of the prefetch effect A is prefetched. On the other hand, if the special figure display result is “big hit” and there is no prefetch result other than “surprise”, the prefetch effect of the prefetch effect C is determined at a higher rate than the prefetch effect pattern of the read effect C. The effect pattern is determined at a higher rate than the prefetch effect pattern of the prefetch effect A.
  As a result, if there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, When the effect display that gradually raises the weak character A is executed at a high rate, the prefetch result notification command reception buffer 200 does not have a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” In the battle effect, the effect display that gradually raises the strong character C as an enemy character that the teammate character fights is executed at a high rate.
  Then, when there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, the prefetch effect pattern of the prefetch effect A is determined. In some cases, “2” is set in the effect pattern designation buffer value, and therefore, a battle effect that fights the character A is executed in the variable display of the decorative pattern after the pre-read effect. On the other hand, when there is no prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, the prefetch effect pattern of the prefetch effect C is When determined, since the effect pattern designation buffer value is set to “5”, a battle effect for fighting the character C is executed in the variable display of the decorative pattern after the pre-read effect.
  In this manner, the prefetching effect pattern is received at a different rate depending on whether or not there is a prefetching result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetching result notification command reception buffer 200. And performing a pre-reading effect, and performing a battle effect corresponding to the effect mode of the pre-reading effect in the variable display of the decorative pattern after the pre-reading effect is finished, the effect result of the pre-reading effect in the battle effect Can be easily reflected. Thereby, the variable display of the decoration symbol in a battle effect can be digested, maintaining the effect result by a pre-reading effect. Further, the player can be made to recognize the pre-reading effect and the battle effect as a series of effect operations. As a result, the pachinko gaming machine 1 can improve the gaming interest.
  Further, when there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, the hold number associated with the prefetch result is small. Sometimes, the prefetch effect pattern of the prefetch effect A is determined at a higher rate than the prefetch effect pattern of the prefetch effect C at a higher rate than when it is large. On the other hand, when the hold number associated with the prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” is large, the prefetch effect C is higher in proportion than when the hold number is small. The prefetch effect pattern is determined at a higher rate than the prefetch effect pattern of the prefetch effect A.
  As a result, the special figure display result is “big hit” and the hold number associated with the look-ahead result other than “surprise” is small, that is, the number of executions of the variable display of decorative symbols in the battle effect is small. After the pre-reading effect, the battle effect that fights the weak character A is executed at a high rate. On the other hand, when the special figure display result is “big hit” and the holding number associated with the prefetch result other than “surprise” is the big hit type, that is, the number of executions of the variable display of the decorative symbol in the battle effect is large. When there are many, the battle production which fights the strong character C is performed in a high ratio.
  Thereby, the number of executions of the variable display of the decorative pattern in the battle effect for fighting the weak character A can be reduced, that is, the time until the weak character A is defeated can be shortened, while the decorative pattern in the battle effect for fighting the strong character C is reduced. The number of executions of the variable display can be reduced, that is, the time required for defeating the weak character C can be lengthened. For this reason, it is possible to execute the battle effect until the decorative symbol that is the big hit combination is derived and displayed so as to match the habit.
  Furthermore, the pre-reading effect flag set in the on state in the decorative symbol variation end process or the big hit control effect process will continue until the ending effect process ends, that is, until the next decorative symbol variable display is started. Cleared and not turned off. As a result, the pre-reading effect started in the decorative symbol variation end processing or the big hit control effect processing can be continuously executed until the next variable decorative variable display is started. During control, the expectation of the prefetching effect can be maintained.
  In addition, the lost variation pattern type determination table (for normal use) 132C and the lost variation pattern type determination table (for shortening) 132D have different assignments of determined values to the variation pattern types CA1-3 and CA2-1. Yes. Further, in the loss variation pattern type determination table (for normal use) 132C, the determination value is not assigned to the variation pattern type CA1-2 or the variation pattern type CA2-3, while the variation pattern type CA1-1 or the variation pattern is determined. A decision value is assigned to the type CA2-2. On the other hand, in the loss variation pattern type determination table (for shortening) 132D, no determination value is assigned to the variation pattern type CA1-1 or the variation pattern type CA2-2, while the variation pattern type CA1-2. Further, a determination value is assigned to the variation pattern type CA2-3. By setting the loss variation pattern type determination table (for normal use) 132C and the loss variation pattern type determination table (for shortening) 132D, the variation pattern types CA1- other than the variation pattern types CA2-4 including the variation pattern with super reach are included. The allocation of determined values to 1 to variation pattern types CA1-3 and variation pattern types CA2-1 to CA2-3 differs depending on the gaming state and the total number of reserved memories. This makes it possible to adjust the variable display time of the special symbols and decorative symbols by varying the rate of determination of the variation pattern according to the total number of reserved memory that is the number of reserved memory of the special figure game. The situation where the operating rate is reduced can be prevented as much as possible.
  On the other hand, in the process of step S270 of FIG. 27, if the random number value MR3 for determining the variation pattern type is within the range of the super reach variation pattern common range, the super reach variation pattern is determined regardless of the total number of reserved storage. The variation pattern type CA2-4 to be configured is determined. Therefore, in the processing of steps S207 and S218 in FIG. 23, it is determined whether or not the random number value MR3 for determining the variation pattern type is within the range of the super reach variation pattern common range without considering the total number of reserved memories. By doing so, it can be determined whether or not a super reach appears.
  In addition, this invention is not limited to the said embodiment, A various change and application are possible.
  In the above-described embodiment, the first special symbol displayed by the first special symbol display device 4A is displayed in accordance with the winning order of each game ball regardless of whether the game ball has won at the first start winning opening or the second starting winning opening. It was described that the special figure game used and the special figure game using the second special figure by the second special symbol display device 4B are executed. However, the present invention is not limited to this, and a special game using the second special symbol by the second special symbol display device 4B is used as a special game using the first special symbol by the first special symbol display device 4A. The game may be executed with priority over the figure game.
  In this case, when the game is controlled to the big hit game state, or is controlled to the probable change state or the short time state, the look-ahead result for the variable display of the decorative symbols based on the establishment of the first start condition is “hit”. However, the pre-reading effect may not be executed.
  For example, if the first pre-reading result notification command for notifying the pre-reading result corresponding to the pre-reading result in the start winning command processing shown in FIG. If it is the second prefetch result notification command, the “second” start data is stored in the prefetch result notification command reception buffer 200. Then, in the prefetching result determination process shown in FIG. 42, the production control CPU 120 first determines whether or not it is controlled to the probability variation state or the time reduction state, and only when it is not controlled to the probability variation state or the time reduction state. Then, the process may proceed to step S781 and subsequent steps. Also, if there is a prefetch result that is a “big hit” in the prefetch result notification command reception buffer 200, it is determined whether the start data corresponding to the prefetch result is “first” or “second”. Only when the determination is made and the start data is “second”, the process may proceed to step S784 and subsequent steps. Alternatively, when the prefetching result regarding the variable display of the decorative symbols based on the establishment of the first start condition is “big hit”, the CPU 103 skips the process of step S208 of FIG. 23 on the main board 11 side. Accordingly, the first prefetch result notification command may not be transmitted to the effect control board 12.
  In this way, when the game is controlled to the big hit game state, or is controlled to the probability change state or the short time state, the pre-reading result regarding the variable display of the decorative symbol based on the establishment of the first start condition is “big hit”. ", It is possible to prevent the pre-reading effect from being executed. For this reason, when the second start condition is satisfied and numerical data indicating each random number value extracted based on the second start condition is stored as the hold data in the second special figure hold storage unit 151A, the variable display result is “big hit” Can be prevented from being stored.
  In the above-described embodiment, when the pre-reading effect is executed during the big hit control, the execution is started at the predetermined execution timing of the pre-reading effect. However, the present invention is not limited to this. For example, on the side of the effect control board 12, the effect control CPU 120 executes the prefetch effect during the jackpot control in the prefetch result determination process shown in FIG. Is determined, the execution timing of the pre-reading effect is determined by referring to a predetermined pre-reading effect execution timing determination table based on numerical data indicating a random value for determining a predetermined pre-reading effect execution timing. May be.
  On the main board 11 side, the CPU 103 refers to a predetermined pre-reading effect execution timing determination table based on numerical data indicating a random value for determining a predetermined pre-reading effect execution timing. The execution timing may be determined. In this case, the CPU 103 transmits to the effect control board 12 a notification command during the opening of the big prize opening and a notification command after the opening of the big prize opening that designate the start of the prefetching effect in the round corresponding to the execution timing of the determined prefetching effect. You just have to do it. On the other hand, on the side of the effect control board 12, the effect control CPU 120 determines that the prefetch effect execution period designation buffer value is “1” in the effect processing during jackpot control shown in FIG. 44 (step S611; Yes). It is determined whether or not a notification command during the opening of the big prize opening and a notification command after the opening of the big prize opening transmitted from the main board 11 is an instruction to start the prefetching effect, and an instruction to start the prefetching effect is given. If so, the pre-reading effect may be started (step S615).
  In the above-described embodiment, on the side of the effect control board 12, the effect control CPU 120 uses the numerical data indicating the prefetch result execution period determination random number SR2 in the prefetch result determination process shown in FIG. By referring to the pre-reading effect execution period determination table 162 shown in FIG. 17, it is determined whether the pre-reading effect is executed during the big hit start, during the big hit control, or at the end of the big hit. explained. However, the present invention is not limited to this, and on the side of the main board 11, the CPU 103 executes the pre-reading effect in any period of starting the big hit, during the big hit control, and at the end of the big hit. You may decide whether to do it. In this case, in the special symbol stop time process shown in FIG. 28, the CPU 103 determines a predetermined advance execution period based on numerical data indicating a random number value for determining a predetermined prefetch result execution period when the big hit flag is on. By referring to the determination table, it is determined whether the pre-reading effect is executed at the time of the big hit start, during the big hit control, or at the end of the big hit.
  If it is determined that the pre-reading effect is to be executed at the start of the big hit, a hit start specifying command for specifying the start of the pre-reading effect may be transmitted to the effect control board 12. In this case, a longer jackpot start time effect waiting time may be set than when the prefetch effect is not executed. On the other hand, when it is determined that the pre-reading effect is executed during the big hit control, the pre-reading effect is determined in a predetermined round or a round determined by extracting numerical data indicating a random number value. It is only necessary to transmit to the effect control board 12 a notification command during opening of the big winning opening and a notification command after opening of the special winning opening that designate the start. Also at this time, a longer interval time may be set than when the pre-reading effect is not executed. On the other hand, if it is determined that the pre-reading effect is to be executed at the end of the big hit, a hit end specifying command for specifying the start of the pre-reading effect may be transmitted to the effect control board 12. Also at this time, a big hit end production waiting time may be set longer than when the pre-reading production is not executed.
  In the above embodiment, the pre-reading effect is a period from when one round ends in the jackpot gaming state to the start of the next round at the start of the jackpot gaming state or during execution of the round in the jackpot gaming state In the jackpot gaming state, the description has been made assuming that the game is executed in a period from the end of the last round to the start of the next variable display game, or a period of a plurality of rounds. However, the present invention is not limited to this, and the pre-reading effect may be executed during the variable display game such as a period during which the next variable display game is executed.
  In the above-described embodiment, it has been described that the effect aspect of the battle effect executed in the variable display of the decorative pattern after the pre-read effect is changed according to the effect aspect of the prefetch effect. However, the present invention is not limited to this, and for example, the background color in the variable display of the decorative pattern after the pre-reading effect may be changed according to the effect mode of the pre-reading effect. The content of the notice effect of the “step-up operation” may be changed. Alternatively, for example, the appearance rate of the notice effect in the variable display of the decorative pattern after the end of the prefetch effect may be changed according to the effect mode of the prefetch effect.
  In the above-described embodiment, if there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200, the hold is associated with the prefetch result. It has been described that the pre-reading effect pattern determination ratio differs according to the number. However, the present invention is not limited to this, and when there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200 Regardless of the hold number associated with the reading result, the determination ratio of the pre-reading effect pattern may be the same. That is, the determination rate of the prefetch effect pattern differs only depending on whether there is a prefetch result in which the special figure display result is “big hit” and the big hit type is other than “surprise” in the prefetch result notification command reception buffer 200. It may be.
  In the above embodiment, in the setting of the prefetching effect pattern determination table 161 shown in FIG. 16, whether or not a prefetching result having a special figure display result of “big hit” is stored in the prefetching result notification command reception buffer 200. In the above description, the pre-reading effect pattern determination ratio is different. However, the present invention is not limited to this, and the pre-reading effect pattern determination ratio depends on whether or not a pre-reading result that becomes a super reach variation pattern is stored in the prefetching result notification command reception buffer 200. May be different. In this case, in the process of step S789 of FIG. 42, the character D shown in FIG. 4 (D) is gradually added only when the prefetch result that becomes the super reach variation pattern is stored in the prefetch result notification command reception buffer 200. The pre-reading effect pattern of the pre-reading effect D in which the effect display that appears in the screen is performed may be determined as the usage pattern. If it does in this way, when the premiere production | presentation in which the character D shown in FIG.4 (D) appears in a battle production | presentation is performed, it can be confirmed that the variable display of the decoration design with a super reach is performed. it can.
  In the above-described embodiment, the pachinko gaming machine 1 provided with the first special symbol display device 4A and the second special symbol display device 4B has been described. However, the pachinko gaming machine 1 provided with one special symbol display device is also described. The invention can be applied.
  In the above embodiment, the effect control CPU 120 mounted on the effect control board 12 performs the final stop symbol determination process in step S551, the variable display effect setting process in step S552, and the notice effect setting process in step S553 shown in FIG. Furthermore, the description has been made on the assumption that the control content of various effects operations is determined by executing the prefetching result determination processing in step S581 shown in FIG. However, the present invention is not limited to this. For example, the control contents of various rendering operations are shared and determined by a plurality of CPUs mounted on a plurality of control boards provided to control the rendering operations. It may be.
  As an example, a display control board is provided between the effect control board 12 and the image display device 5. The display control board only needs to be equipped with a display control CPU, a ROM, a RAM, a random number circuit, and an I / O. In this case, since the display control CPU mounted on the display control board executes processing for determining the control content of the display operation in the image display device 5, it is mounted on the effect control board 12 in the above embodiment. The display control unit 123 may be mounted on the display control board. In the display control board, for example, the display control CPU executes a program read from the ROM, thereby executing a process for controlling the effect operation by displaying the effect image in the image display device 5. At this time, the display control CPU reads fixed data from the ROM, the display control CPU writes various variation data to the RAM and temporarily stores them, and the display control CPU stores the various data in the RAM. Fluctuating data reading operation for reading various temporarily stored data, receiving operation for receiving input of various signals from the outside of the display control board via the I / O display control CPU, I / O for the display controlling CPU A transmission operation for outputting various signals to the outside of the display control board via the display is also performed.
  In this case, the display control CPU performs steps S551 to S553 shown in FIG. 35 based on, for example, a display control command from the effect control board 12 or an effect control command transmitted from the main board 11 via the effect control board 12. Any one of the processes may be executed, or the prefetch result determination process in step S581 shown in FIG. 41 may be executed. The display control CPU only needs to execute any part of the processing executed by the effect control CPU 120 in the above embodiment. Further, the sound control board 13 and the lamp control board 14 may be connected to the effect control board 12 by wiring for transmitting a control command from the effect control board 12. In this case, in the effect control board 12, for example, a process for comprehensively controlling the effect operation may be executed by the effect control CPU 120.
  Alternatively, the functions of the voice control board 13 and the lamp control board 14 are provided in the voice control circuit and the lamp control circuit mounted on the effect control board 12, and independent control to become the voice control board 13 and the lamp control board 14. The substrate may not be provided. In this case, a display control board as described above is provided between the effect control board 12 and the image display device 5, and the effect control pattern determined by the effect control CPU 120 in step S555 of FIG. The display control command may be transmitted from the effect control board 12 to the display control board. In the configuration shown in FIG. 2, any one of the processes executed by the production control CPU 120 in the above embodiment by the microcomputer mounted on the sound control board 13 or the microcomputer mounted on the lamp control board 14 is selected. May be executed. Thus, when a plurality of control boards are provided to control the rendering operation, the process for determining the control content of the display operation in the image display device 5 and the control of the audio output operation in the speakers 8L and 8R. The process for determining the control content of various effect operations, such as the process for determining the content and the process for determining the control content of the lighting operation in the light emitter such as the game effect lamp 9 is performed on any control board. The combination to be executed may be any combination.
  In the above-described embodiment, the small hit game state is controlled based on the fact that the variable display result is “small hit”, and the game state is not changed after the small hit game state ends. On the other hand, when the variable display result is “big hit”, it is controlled to the two round big hit state based on the fact that the big hit type becomes “surprise”, and after the two round big hit state is finished, it is controlled to the positive change state. Explained as being. However, the present invention is not limited to this, and instead of or in addition to the case where the big hit type is “accurate” or the variable display result is “small hit”, A case of “suddenly normal” may be provided. As an example, “suddenly short time” and “suddenly normal” are included in the jackpot type when the variable display result is “big jackpot”. In this case, the jackpot type determination table 131 sets the numerical value (decision value) to be compared with the random value MR2 for determining the jackpot type in accordance with the fluctuation special figure designation buffer value, as a “suddenly short” or “sudden normal” jackpot. What is necessary is just to be comprised so that the table data allocated to a classification may be included. When the variable display result is “big hit” and the big hit type is “suddenly short”, the two round big hit state is controlled in the same way as the big hit type is “surprise”, and the two round big hit state ends. After that, unlike the case where the big hit type is “accuracy”, it is controlled to the short time state. On the other hand, when the variable display result is “big hit”, when the big hit type is “suddenly normal”, the two round big hit state is controlled in the same way as when the big hit type is “surprise”, and the two round big hit state ends. After that, unlike the case where the jackpot type is “surprise”, the normal state is controlled. Thereby, a player's expectation with respect to the gaming state controlled after the end of the two round big hit state can be enhanced, and the gaming interest can be improved.
  When such “sudden shortening” and “sudden normal” are provided, a variation pattern type and variation pattern different from those other than “sudden shortening” and “sudden normal” may be determined. As a result, although the big hit type is “suddenly short” or “suddenly normal”, the same effect operation as in the case of being controlled to the 15 round big hit state is performed despite being controlled to the 2 round big hit state. It can prevent the player from feeling distrust. In addition, when the big hit type is "Suddenly short" or "Suddenly normal", when the variable display result is "Small hit", or when the big hit type is "Sudden", the common variation pattern type It may be possible to make a decision. As a result, when determining the fluctuation pattern, the big hit type is “Suddenly short” or “Suddenly normal”, or the variable display result is “Small hit” or the big hit type is “Abrupt”. Regardless of whether this is the case, a common variation pattern determination table can be used, and the data capacity can be reduced.
  In addition, the device configuration of the pachinko gaming machine 1, the data configuration, the processing shown in the flowchart, the various display operations including the display operation of the display image in the display area of the image display device 5, etc. 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.
  Furthermore, the program and data for realizing the present invention are not limited to a form distributed and provided by a detachable recording medium to the computer device or the like included in the pachinko gaming machine 1, but in advance a computer It is possible to adopt a form distributed by pre-installing in a storage device such as a device. Furthermore, the program and data for realizing the present invention are distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit. It doesn't matter.
  The game execution mode is not only executed by attaching a detachable recording medium, but can also be executed by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like. It is also possible to execute directly using hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, the game can be executed by exchanging data with other computer devices or the like via a network.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 3 ... Gaming machine frame 4A, 4B ... Special symbol display device 5 ... Image display device 6A ... Ordinary winning ball device 6B ... Ordinary variable winning ball device 7 ... Special variable winning ball device 8L, 8R ... Speaker 9 ... Game effect lamp 11 ... Main board 12 ... Production control board 13 ... Audio control board 14 ... Lamp control board 15 ... Relay board 20 ... Normal symbol display 21 ... Gate switch 22A, 22B ... Start-up switch 23 ... Count switch 30 ... Operation button 31 ... Operation detection switch 100 ... Game control microcomputers 101, 121 ... ROM
102, 122 ... RAM
103 ... CPU
104, 124 ... random number circuit 105, 125 ... I / O
120 ... CPU for effect control
123 ... Display control unit

Claims (1)

  1. The specific display result is derived and displayed on the first variable display means for variably displaying the first identification information and deriving and displaying the display result or on the second variable display means for variably displaying the second identification information and deriving and displaying the display result. A gaming machine that controls to a specific gaming state advantageous to the player,
    Production variable display means for performing variable display of production identification information corresponding to variable display of the first identification information in the first variable display means and variable display of the second identification information in the second variable display means;
    Game control means for controlling the progress of the game;
    Production control means for performing production control based on a signal transmitted from the game control means;
    With
    The game control means includes
    A hold storage means for storing each of the variable display of the first identification information in which the start condition is not satisfied and the variable display of the second identification information in which the start condition is not satisfied as a hold storage;
    Variable display pattern determining means for determining a variable display pattern of the identification information for performance;
    Variable display pattern transmitting means for transmitting the variable display pattern determined by the variable display pattern determining means to the effect control means as a variable display pattern signal so as to be specified;
    Corresponding to controlling to the specific gaming state, a specific gaming state transmitting means for transmitting a signal related to the specific gaming state;
    A determination unit that determines whether or not the specific gaming state is controlled based on the hold storage stored in the hold storage unit before the determination by the variable display pattern determination unit;
    A determination signal transmitting means for transmitting the determination result of the determination means as a determination signal to the effect control means;
    Including
    The production control means includes
    Based on the variable display pattern signal transmitted from the variable display pattern transmission means, variable display execution means for executing variable display of the identification information for presentation,
    A determination result storage means for storing a determination result of the determination means specified by the determination signal transmitted from the determination signal transmission means;
    Based on the determination signal transmitted from the determination signal transmission means, the first notice effect is executed before the variable display start condition of the first identification information or the second identification information as the determination target is satisfied. A first notice effect execution means that is possible;
    A second notice effect executing means capable of executing a second notice effect suggesting that a hold memory determined to be controlled to the specific gaming state is stored in the hold memory means;
    Including
    The second notice effect execution means includes:
    When the signal relating to the specific game state transmitted from the specific game state transmission means is received, the second notice effect is executed based on the fact that the determination result storage means stores the specific determination result. ,
    The first notice effect execution means includes:
    During the control of the specific gaming state, prohibiting the execution of the first notice effect for at least the storage of variable display of the first identification information.
    A gaming machine characterized by that.
JP2014169951A 2014-08-22 2014-08-22 Game machine Pending JP2014230999A (en)

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Citations (5)

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Publication number Priority date Publication date Assignee Title
JP2005000441A (en) * 2003-06-12 2005-01-06 Sankyo Kk Game machine and control method therefor
JP2005065900A (en) * 2003-08-22 2005-03-17 Sankyo Kk Game machine
JP2005245982A (en) * 2004-03-08 2005-09-15 Samii Kk Pachinko game machine
JP2006015007A (en) * 2004-07-02 2006-01-19 Newgin Corp Game machine
JP2009082571A (en) * 2007-10-01 2009-04-23 Taiyo Elec Co Ltd Pinball game machine

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Publication number Priority date Publication date Assignee Title
JP2005000441A (en) * 2003-06-12 2005-01-06 Sankyo Kk Game machine and control method therefor
JP2005065900A (en) * 2003-08-22 2005-03-17 Sankyo Kk Game machine
JP2005245982A (en) * 2004-03-08 2005-09-15 Samii Kk Pachinko game machine
JP2006015007A (en) * 2004-07-02 2006-01-19 Newgin Corp Game machine
JP2009082571A (en) * 2007-10-01 2009-04-23 Taiyo Elec Co Ltd Pinball game machine

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Title
JPN6011035489; '噂をズバッと!!' パチンコ攻略マガジン2008年8月24日号 , 20080824, p.141, 株式会社双葉社 *

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