JP2017136178A - Game machine - Google Patents

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Publication number
JP2017136178A
JP2017136178A JP2016018406A JP2016018406A JP2017136178A JP 2017136178 A JP2017136178 A JP 2017136178A JP 2016018406 A JP2016018406 A JP 2016018406A JP 2016018406 A JP2016018406 A JP 2016018406A JP 2017136178 A JP2017136178 A JP 2017136178A
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Japan
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symbol
game
special
moving
accessory
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JP2016018406A
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JP6205608B2 (en
Inventor
清貴 續木
Kiyotaka Tsuzuki
清貴 續木
成實 伸一郎
Shinichiro Narumi
伸一郎 成實
佐々木 浩司
Koji Sasaki
浩司 佐々木
葵 小林
Aoi Kobayashi
葵 小林
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株式会社サンセイアールアンドディ
Sanei R & D Co Ltd
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Abstract

PROBLEM TO BE SOLVED: To enhance interest in a game in a game machine including a moving accessory.SOLUTION: A game machine can execute a change performance for changing a ready-to-win mode of other already stopped identification information from a first mode to a second mode during execution of a ready-to-win performance. In this case, the ready-to-win mode may suggest information relating to a specific game. As a result, when the change performance for changing the ready-to-win mode is executed, the information suggested by the ready-to-win mode is also changed, thus enhancing interest in a game. However, when a player does not notice the change performance, there is a possibility that the interest in the game cannot be enhanced even if the change performance is executed. The game machine allows a moving accessory to be operated within at least part of a period from when the ready-to-win performance is started to when the change performance is completed, thus enabling the player to pay attention to the change performance.SELECTED DRAWING: Figure 26

Description

  The present invention relates to a gaming machine (pachinko machine) that plays a game by firing a game ball toward a game area formed on a game board.

  2. Description of the Related Art A gaming machine is known in which a start opening into which a game ball can enter is provided in a game area. In such gaming machines, various effects are executed during the progress of the game. For example, an effect is provided in which a liquid crystal display is provided and various images are displayed on the liquid crystal display.

  In recent years, in order to further enhance the production effect (visual effect), a movable accessory (movable accessory) is provided to operate the movable accessory and to operate the movable accessory on the liquid crystal display. An effect of displaying linked images is becoming common. For example, Patent Document 1 discloses an effect in which a turret of a tank model moves up and down and displays a bombardment effect image.

JP 2007-275127 A

  However, in the technique described in Patent Document 1, there is a problem that the moving combination and the display image are merely linked with each other, and lack of interest.

  The present invention has been made to solve the above-described problems, and an object of the present invention is to provide a gaming machine provided with a moving accessory and capable of enhancing a gaming interest.

In order to solve at least a part of the problems described above, the gaming machine of the present invention employs the following configuration. That is,
In a gaming machine for executing a specific game in which a variable entrance is in a state in which entry is possible, based on the fact that the identification information display means for variably displaying a plurality of pieces of identification information is displayed in a specific manner.
A movable accessory provided so as to be movable;
Mobile agent operating means for operating the mobile agent;
With
The identification information display means includes
While the other identification information excluding the one identification information among the plurality of identification information is stopped and displayed in a reach mode that can be the specific mode, a reach effect can be executed to display the one identification information in a variable manner. ,
During the execution of the reach effect, it is possible to execute a change effect that changes the reach mode of the other identification information from the first mode to a second mode different from the first mode,
The moving agent operating means is
The mobile accessory is operated in at least a part of a period from the start of the reach effect to the end of the change effect.

  In such a gaming machine, during the execution of the reach effect, it is possible to execute a change effect that changes the reach mode of other identification information that is already stopped and displayed from the first mode to the second mode. Here, the reach mode may suggest information related to a specific game. For example, it may indicate information related to the type of a specific game, information related to the possibility that a specific game will be performed (a possibility that a plurality of pieces of identification information are displayed in a specific manner), and the like. For this reason, when the change effect which changes a reach aspect is performed, the information which this reach aspect suggests will also be changed, and a game entertainment interest can be raised. However, if the player is not aware of this change effect, there is a possibility that the game entertainment cannot be enhanced even if the change effect is performed. In this regard, in the present invention, since the moving accessory is operated in at least a part of the period from the start of the reach effect to the end of the change effect, the player can be noted for the change effect, It is possible to enhance the entertainment interest.

In addition, the gaming machine of the present invention,
The identification information display means includes
The change effect is executed after the other identification information of the first aspect is moved from the first area to the second area closer to the moving accessory than the first area,
The moving agent operating means is
When the other identification symbol is moved from the first area to the second area, the moving accessory may be operated.

  In such a gaming machine, before the change effect is performed, the other identification information of the reach mode (first mode) is moved to the second area close to the moving accessory. In addition, a moving accessory is operated during this movement. In other words, the change effect is performed after the other identification information of the reach mode approaches the moving mobile object. For this reason, it is possible to make the player feel that the movement of other identification information is linked to the moving character, and consequently, the player feels that the change effect and the moving character are linked. This makes it possible to enhance the game entertainment interest.

In addition, the gaming machine of the present invention,
The other identification information may be displayed larger when displayed in the second area than when displayed in the first area.

  Such a gaming machine performs a change effect after other identification information is moved from the first area to the second area, and is displayed in the first area when the other identification information is displayed in the second area. Display larger than the display. That is, the shorter the time until the change effect is performed (for example, immediately before the change effect), the other identification information is displayed larger. For this reason, it is possible to make it easier for the player to recognize that the change effect will be performed soon, and it is possible to enhance the gaming interest.

In addition, the gaming machine of the present invention,
The identification information display means includes
As the change effect, an effect of displaying the other identification information of the second aspect after the display of the other identification information of the first aspect is performed,
The moving agent operating means is
When the display of the other identification information of the first aspect is ended during the execution of the change effect, the operation of the mobile accessory may be stopped.

  Such a gaming machine performs a change effect in which the other identification information of the second mode is displayed after the display of the other identification information of the first mode is completed, When the display is finished, the movement of the moving accessory is stopped. For this reason, it can be made to feel that the end of the display and the moving combination are interlocked. Further, it is possible to make the player recognize the timing immediately before the display of other identification information in the second mode (change of the reach mode) is performed. As a result, it is possible to enhance the gaming interest.

In addition, the gaming machine of the present invention,
The moving agent operating means is
During the execution of the change effect, the moving combination may be operated when the other identification information of the second aspect is displayed.

  In such a gaming machine, as described above, after the display of the other identification information of the first mode is terminated and the operation of the mobile combination is stopped, the other identification information of the second mode is displayed and the mobile combination is displayed. To work. For this reason, it can be made to feel as if the display and the moving combination are interlocked. Further, it is possible to make the player recognize the timing at which the display of other identification information in the second mode (change of the reach mode) is performed. As a result, it is possible to enhance the gaming interest.

In addition, the gaming machine of the present invention,
The mobile accessory may be provided so as to be movable toward the second region.

  The second area is an area in which other identification information immediately before the reach mode is changed, and in such a gaming machine, the moving accessory can move toward the second area. For this reason, the player can be focused on other identification information immediately before the reach mode is changed, and as a result, the player can be focused on the change effect, and the gaming interest can be enhanced.

  ADVANTAGE OF THE INVENTION According to this invention, a game interest can be heightened in the game machine provided with the movement accessory.

It is a front view of the pachinko machine 1 of a present Example. It is explanatory drawing which shows the board surface structure of the game board 20 of a present Example. It is a block diagram which shows the structure of the control circuit in the pachinko machine 1 of a present Example. It is explanatory drawing which shows the structure of the segment display part 50 of a present Example. It is explanatory drawing which shows the kind of 1 type big hit game of a present Example. It is explanatory drawing which shows the kind of 2 type big hit game of a present Example. It is explanatory drawing which illustrates the display content of the production display apparatus 41 of a present Example. It is explanatory drawing which shows the advancing mode of the game in the non-electric support state of a present Example. It is explanatory drawing which shows the advancing aspect of the game in the electric support state of a present Example. It is a flowchart which shows the game control process performed by CPU201 of the main control board 200 of a present Example. It is explanatory drawing which shows notionally the fluctuation pattern selection table of a present Example. It is explanatory drawing which shows the kind of fluctuation pattern selection table of a present Example. It is a flowchart which shows the presentation control process performed by CPU221 of the sub control board 220 of a present Example. It is explanatory drawing which shows the process corresponding to the reception command etc. of CPU221 of the sub control board 220 of a present Example. It is explanatory drawing which shows the outline | summary of the accessory linked reach production of a present Example. It is the perspective view which looked at the mobile accessory apparatus 70 of a present Example from the front, and an exploded perspective view. It is the perspective view which looked at the mobile accessory apparatus 70 of a present Example from back, and an exploded perspective view. It is explanatory drawing which shows the operation | movement aspect of the 2nd moving combination 72 with respect to the 1st moving combination 71 of a present Example. It is explanatory drawing which shows the operation | movement aspect of the mobile accessory apparatus 70 of a present Example. It is explanatory drawing which shows the operation | movement aspect of the mobile accessory apparatus 70 of a present Example. It is explanatory drawing which shows the operation | movement aspect of the mobile accessory apparatus 70 of a present Example. It is explanatory drawing which shows the operation | movement aspect of the mobile accessory apparatus 70 of a present Example. It is explanatory drawing which shows the aspect of the accessory linked reach production of a present Example. It is explanatory drawing which shows the aspect of the accessory linked reach production of a present Example. It is explanatory drawing which shows the aspect of the accessory linked reach production of a present Example. It is explanatory drawing which shows the aspect of the accessory linked reach production of a present Example. It is explanatory drawing which shows the aspect of the accessory linked reach production of a present Example. It is explanatory drawing which shows the modification 1. FIG. It is explanatory drawing which shows the modification 2. FIG. It is explanatory drawing which shows the modification 3. It is explanatory drawing which shows the modification 3.

  In order to clarify the contents of the present invention described above, an embodiment in which the present invention is applied to a pachinko machine (game machine) of a type called “seven machine” or “digipachi” will be described. In the embodiment, unless otherwise specified, the right side is expressed as “right” and the left side is expressed as “left” when facing the front of the pachinko machine.

The following examples will be described in the following order.
A. Pachinko machine configuration:
A-1. Configuration on the front side of the device:
A-2. Game board configuration:
A-3. Configuration of control circuit:
B. Game contents:
C. Game control processing:
D. Production control processing:
E. Reach production with driving of the mobile accessory device 70:
E-1. Mobile accessory device 70:
E-1-1. The configuration of the mobile accessory device 70:
E-1-2. Operation mode of the mobile accessory device 70:
E-2. Aspect-linked reach production:
F. Variations:
F-1. Modification 1:
F-2. Modification 2:
F-3. Modification 3:

A. Pachinko machine configuration:
A-1. Configuration on the front side of the device:
FIG. 1 is a front view of a pachinko machine 1 according to the present embodiment. As shown in FIG. 1, a front frame 4 is provided on the front portion of the pachinko machine 1. One end (the left side in FIG. 1) of the front frame 4 is pivotally supported so as to be rotatable with respect to the middle frame 3. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3, and when the front frame 4 is rotated (opened) to the front side of the pachinko machine 1 with respect to the middle frame 3, The game board 20 is exposed. One end (the left side in FIG. 1) of the middle frame 3 is pivotally supported with respect to the main body frame 2. The main body frame 2 is a substantially rectangular frame formed by assembling wooden plate-like members, and forms an outer frame of the pachinko machine 1.

  A window portion 4a is formed at a substantially central portion of the front frame 4, and a transparent plate 4b such as a glass plate is fitted into the window portion 4a. The player can visually recognize the game area of the game board 20 arranged on the back side through the window portion 4a (transparent plate 4b). Further, a small window portion 4c is formed at the lower right of the window portion 4a in the front frame 4, and a transparent plate 4d such as a synthetic resin plate is fitted into the small window portion 4c. The player can visually recognize the segment display part 50 (see FIG. 2) of the game board 20 arranged on the back side through the small window part 4c (transparent plate 4d). As will be described in detail later, the segment display unit 50 is a display unit that displays information related to a game by a combination of a plurality of LEDs.

  An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the peripheral edge of the window 4a, and a left side is provided on the left side of the peripheral edge of the window 4a. A lamp 5c is provided. An upper speaker 6 a is provided on the front frame 4 at the upper left and right sides of the window 4 a, and a lower speaker 6 b is provided on the lower front surface of the main body frame 2. The upper lamp 5a, the right side lamp 5b, the left side lamp 5c, the upper speaker 6a, and the lower speaker 6b are driven in order to enhance a game effect.

  An upper plate part 7 is provided below the window part 4 a in the front frame 4. In the upper plate part 7, game balls lent out through the card unit 242 (see FIG. 3) and game balls paid out from the pachinko machine 1 are stored. In addition, a lower tray portion 8 is provided below the upper tray portion 7, and a game ball lent out beyond the capacity of the upper tray portion 7 or a game paid out exceeding the capacity of the upper tray portion 7. The ball is stored.

  A firing handle 9 is provided on the right side of the lower plate portion 8 in the front frame 4. The rotation shaft of the firing handle 9 is connected to a launching device unit 261 (see FIG. 3) mounted on the back side of the firing handle 9. The launcher unit 261 is supplied with a game ball stored in the upper plate part 7. When the player rotates the launching handle 9, the rotation is transmitted to the launching device unit 261, the launching motor built in the launching device unit 261 rotates, and the game ball is launched with strength according to the rotation angle. The

  Further, an effect button 10a that can be pressed by the player is provided at the edge of the upper plate portion 7, and a jog shuttle that can be pressed and rotated by the player on the left side of the lower plate portion 8. 10b is provided. Moreover, although illustration is abbreviate | omitted, the direction button 10c is provided in the edge part of the top plate part 7, and the left side of the production button 10a. The direction button 10c includes four buttons (up button, down button, left button, and right button) corresponding to the up, down, left, and right directions. These effect buttons 10a, jog shuttle 10b, and direction button 10c are all effect operation units operated by the player, and when operated by the player when a predetermined condition is established, a predetermined game effect is performed.

A-2. Game board configuration:
FIG. 2 is an explanatory diagram showing a board surface configuration of the game board 20. As described above, the game board 20 is detachably attached to the front side of the middle frame 3. As shown in FIG. 2, a substantially circular game area 21 is formed at the center of the game board 20. A game ball launched from the launcher unit 261 (see FIG. 3) passes between the outer rail 22 and the inner rail 23 and is released to the game area 21, and flows down from above the game area 21. Since the game area 21 is visually recognized by the player through the window portion 4a of the front frame 4, the state of the game ball flowing down the game area 21 is naturally recognized by the player through the window portion 4a.

  A central device 40 is provided in the approximate center of the game area 21, and an effect display device 41 is provided in the approximate center of the central device 40. The effect display device 41 is composed of a liquid crystal display, and various images for effects can be displayed on the display screen. The detailed display contents of the effect display device 41 will be described later.

  Below the central device 40 (effect display device 41) in the game area 21, there is provided a first start port 24 which is a start port in which the size of the opening is unchanged (constant) and a game ball can always enter. ing. The game ball that has entered the first start port 24 is guided to the back side of the game board 20 through a passage provided therein. A first start port sensor 24s (see FIG. 3) is provided in the passage inside the first start port 24, and a game ball that has entered the first start port 24 can be detected.

  Further, a normal symbol operating gate 27 through which a game ball can pass is provided in the lower right of the central device 40 (effect display device 41) in the game area 21, and a game ball is provided inside the normal symbol operating gate 27. A gate sensor 27s (see FIG. 3) is provided for detecting the passage of. Also, below the normal symbol operation gate 27, a second start port 25 is provided which is a ball entrance (start port) where the possibility of entering a game ball changes. That is, the second starting port 25 includes an opening / closing door 26 (hatched portion in the drawing) that can be rotated in the front-rear direction of the pachinko machine 1, and the opening / closing door 26 is substantially upright, so that a game ball cannot enter ( Alternatively, it can be changed between a closed state in which it is difficult to enter) and an open state in which the open / close door 26 rotates to the front side of the pachinko machine 1 and a game ball can enter (or easily enter). FIG. 2 shows a state where the second start port 25 is in an open state. The game ball that has entered the second start opening 25 is guided to the back side of the game board 20 through a passage provided inside. A second start port sensor 25s (see FIG. 3) is provided in the passage inside the second start port 25, and a game ball that has entered the second start port 25 can be detected.

  Further, below the first start opening 24 in the game area 21, there is provided a large winning opening 28 (variable ball opening) that is largely opened in a substantially rectangular shape. The grand prize winning opening 28 is provided with an opening / closing door 29 (hatched portion in the figure) that can be rotated in the front-rear direction of the pachinko machine 1, and the opening / closing door 29 is substantially upright so that a game ball cannot enter. The open / close door 29 can be turned to the front side of the pachinko machine 1 to change to an open state in which a game ball can enter. FIG. 2 shows a state where the special winning opening 28 is in an open state. The game ball that has entered the big prize opening 28 is guided to the back side of the game board 20 through a passage provided inside. A prize winning opening sensor 28s (see FIG. 3) is provided in the passage inside the prize winning opening 28, and it is possible to detect a game ball that has entered the prize winning opening 28.

  Further, a projecting body 33 that projects forward (from the player side) from the surface of the game board 20 is provided below the second start opening 25 in the game area 21 (lower right corner of the game area 21). The upper surface of the protrusion 33 is inclined downward from the left side to the right side, and is a rolling surface 34 on which the game ball can roll from the right side to the left side (center side of the pachinko machine 1). A small winning opening 35 is provided in the middle of the rolling surface 34 (in the middle of the rolling direction of the game ball). The small winning opening 35 is provided with an opening / closing door 36 (hatched portion in the figure) that can slide (movable) in the front-rear direction of the pachinko machine 1, and the opening / closing door 36 slides (moves) forward. Thus, the state can be changed between a closed state in which the game ball cannot enter and an open state in which the open / close door 36 slides (moves) rearward and the game ball can enter. A game ball that has entered the small prize opening 35 is guided to a specific port 38 (so-called “V”, a broken line portion in the drawing) through a passage 37 (broken line portion in the drawing) provided inside the protrusion 33. . At least a part of the front wall of the projecting body 33 is formed of a transparent plate (having light transmissivity), and the player has entered the small prize opening 35 through the front wall of the projecting body 33. Can be visually recognized as being guided to the specific port 38. A small prize opening sensor 35 s (see FIG. 3) is provided inside the small prize opening 35, and a game ball that has entered the small prize opening 35 can be detected. Further, a specific mouth sensor 38s (see FIG. 3) is provided inside the specific mouth 38, and a game ball that has entered the specific mouth 38 can be detected.

  In addition, around each gaming device described above, there are other entrances 30 through which game balls can enter, windmill-type wheels 31 that affect the flow path of game balls, and a number of obstacle nails (not shown). It has been. In addition, an out port 32 is provided at the bottom of the game area 21, and any one of the first start port 24, the second start port 25, the big winning port 28, the small winning port 35, and the other winning port 30 described above. The game balls that have not entered the ball are discharged from the out port 32 to the back side of the game board 20.

  A game ball that flows down the area on the left side of the central device 40 (effect display device 41) can enter the first start port 24 described above. On the other hand, a game ball flowing down the area on the right side of the central device 40 (effect display device 41) enters the normal symbol operating gate 27, the second start opening 25, the large winning opening 28, and the small winning opening 35. Sphere possible (or passable). Hereinafter, launching a game ball so as to flow down the area on the left side of the central device 40 (effect display device 41) is also expressed as “left-handed”, and the right side of the central device 40 (effect display device 41). Launching a game ball to flow down an area is also expressed as “right-handed”. In the pachinko machine 1 of this embodiment, when a game ball enters the first start port 24, three game balls are paid out to the player, and a game ball enters the second start port 25. In this case, four game balls are paid out to the player, and when a game ball enters the other entrance 30, five game balls are paid out to the player. In addition, when a game ball enters the big winning opening 28, 14 game balls are paid out to the player, and when a game ball enters the small winning opening 35, three are paid out.

  On the lower right side of the game area 21 on the game board 20, a segment display unit 50 for displaying information related to the game by a combination of LEDs is provided. The segment display part 50 is visually recognized by the player through the small window part 4c (see FIG. 1) provided in the front frame 4. Detailed display contents of the segment display unit 50 will be described later.

A-3. Control circuit configuration:
Next, the configuration of the control circuit in the pachinko machine 1 of the present embodiment will be described. FIG. 3 is a block diagram illustrating a configuration of a control circuit in the pachinko machine 1 according to the present embodiment. As shown in the figure, the control circuit of the pachinko machine 1 includes a number of control boards, various boards, relay terminal boards, and the like. Specifically, the main control board 200 that controls the basic progress of the game, the sub control board 220 that controls the game effects, and the display of images and the output of sound under the control of the sub control board 220. An audio / video control board 230 that controls the above, a lamp control board 226 that controls the light emission of the lamp under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, It is composed of a launch control board 260 for controlling the game ball. These control boards include a CPU (CPUs 201, 221, 231 and the like in FIG. 3) for executing various logical operations and calculation operations, and a ROM (ROMs 202 and 222 in FIG. 3) in which various programs and data executed by the CPU are stored. 232), a RAM (203, 223, 233, etc. in FIG. 3) in which the CPU stores temporary data during program execution, and various peripheral LSIs such as input / output circuits are connected to each other via a bus. Has been.

  The main control board 200 includes a first start port sensor 24s that detects a game ball that has entered the first start port 24, a second start port sensor 25s that detects a game ball that has entered the second start port 25, A large winning opening sensor 28s that detects a game ball that has entered the big winning opening 28, a gate sensor 27s that detects a gaming ball that has passed through the normal symbol operating gate 27, and a small that detects a gaming ball that has entered the small winning opening 35. A winning mouth sensor 35s, a specific mouth sensor 38s for detecting a game ball having entered the specific mouth 38, and the like are connected. When a detection signal of a game ball is input from these sensors or the like, the CPU 201 of the main control board 200 sends a command corresponding to the sensor to which the detection signal is input, to the sub control board 220, the payout control board 240, Transmission is performed toward the launch control board 260 and the like.

  Further, the main control board 200 has a second start port for opening / closing the open / close door 26 provided in the second start port 25 (for opening and closing the second start port 25). The solenoid 26m and the open / close door 29 provided in the big prize opening 28 are opened / closed by the big prize opening solenoid 29m and the small prize opening 35 (for making the big prize opening 28 open / closed). A small prize opening solenoid 35m (for making the small prize opening 35 open or closed), a segment display unit 50, and the like are connected to open and close the open / close door 36 provided. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the second start opening solenoid 26m, the large winning opening solenoid 29m, the small winning opening solenoid 35m, and the segment display section 50.

  The sub-control board 220 is connected to an image / audio control board 230, a lamp control board 226, and an effect operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, the CPU 221 analyzes the contents of the command and performs effects according to the contents. That is, a command for designating an output image or output sound is transmitted to the image / sound control board 230, and an upper lamp 5 a, right side lamp 5 b, left side lamp 5 c (hereinafter “ An effect is performed by transmitting a command for designating a light emission pattern of each of the lamps 5a to 5c. Further, the CPU 221 of the sub-control board 220 operates the player via the effect operation board 228 on the effect button 10a, the jog shuttle 10b, and the direction button 10c (hereinafter also referred to as “effect operation units 10a, 10b, 10c”). Is detected, an effect corresponding to the operation is performed.

  The image / audio control board 230 includes a VDP 234, an image ROM 235, and an audio ROM 236 in addition to the CPU 231, ROM 232, and RAM 233. When the CPU 231 of the image / audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (for example, sprite data, moving image data, etc.) used for displaying the instructed image from the image ROM 235, generates an image, and outputs the image to the display screen of the effect display device 41. When the CPU 231 of the image / sound control board 230 receives a command from the sub-control board 220, the CPU 231 reads out sound data corresponding to the command from the sound ROM 236. Then, audio based on the audio data is output from the upper speaker 6a and the lower speaker 6b (hereinafter also referred to as “various speakers 6a and 6b”) via the amplifier board 224.

  In addition, when receiving a command from the sub control board 220, the image / sound control board 230 reads operation data corresponding to the command from the ROM 232. Then, the accessory motor 70m is driven through the motor board 229 in a manner based on the read operation data. Here, the pachinko machine 1 according to the present embodiment is provided with the moving accessory devices 70 one on each of the left and right below the front side of the effect display device 41. The accessory motor 70m is provided as a part of the mobile accessory device 70, and will be described later as a first mobile accessory 71 and a second mobile agent 71 (also provided as a part of the mobile accessory device 70). It is a motor for moving the moving object 72.

  Connected to the payout control board 240 are a ball lending button 241 (not shown in FIG. 1) provided on the upper plate part 7, a card unit 242 arranged in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to rent out game balls while communicating data with the payout control board 240. Also, when a payout command for instructing payout of a game ball is received from the main control board 200, the payout motor 243 is driven to pay out the game ball.

  In addition, a launch control board 260 is connected to the payout control board 240, and the launch control board 260 detects that the launch motor 262 for launching a game ball or a player touches the launch handle 9. A launcher unit 261 having a touch switch 263 and the like is connected. When the launch control board 260 detects that the player is touching the launch handle 9 via the touch switch 263, the launch control board 260 drives the launch motor 262, thereby playing the game ball with strength according to the rotation angle of the launch handle 9. Fire.

B. Game contents:
In the pachinko machine 1 of the present embodiment, the game proceeds as follows. When the launch handle 9 is rotated in a state where the game balls are stored in the upper plate portion 7, the stored game balls are supplied to the launch device unit 261 one by one, and the game area 21 described above with reference to FIG. Fired. Since the strength at which the game ball is launched corresponds to the rotation angle of the launch handle 9, the player can cause the game ball to flow down to a desired region by changing the rotation angle of the launch handle 9. For example, a game ball is fired so as to flow down the left region of the central device 40 (effect display device 41) (left-handed), or the right region of the central device 40 (effect display device 41) is displayed. A game ball can be fired (right-handed) to flow down.

  In the pachinko machine 1 of the present embodiment, the gaming state related to the frequency of entering the game ball into the second start port 25 is set as appropriate. Specifically, the gaming state relating to the frequency of game balls entering the second start port 25 is “the frequency of game balls entering the second start port 25 is low (the frequency at which the second start port 25 is in the open state is low). “Low” non-electric support state ”or“ electric support state where the frequency of entering the game ball into the second start port 25 is high (the frequency at which the second start port 25 is opened is high) ”is set. In the non-electric support state, the game ball is easier to enter the first start port 24 than in the second start port 25, and in the electric support state, the game ball is in the second start port 25 than in the first start port 24. Easy to enter. For this reason, in the non-electric support state, the player can be left-handed (to make a goal to enter the first starting port 24), and in the electric support state, the player can be right-handed (first 2 can be aimed at entering the starting port 25).

  The segment display unit 50 is provided with an electric support display unit 58 indicating that the electric support state described above is in progress. That is, as shown in FIG. 4, three LEDs are arranged on the electric support display unit 58, and during the electric support state, the three LEDs are turned on to be in the electric support state. Indicates. Further, as shown in FIG. 4, the segment display unit 50 is provided with a right-handed display unit 59 indicating that right-handing is performed. During the electric support state, the game ball enters the second start opening 25 frequently, and the second start opening 25 can enter a right-handed game ball. Is beneficial to the player. Therefore, during the electric support state, the player is prompted to make a right turn by turning on two LEDs arranged on the right-handed display unit 59.

<Fluctuation display of special symbols>
As described above with reference to FIG. 2, a left-handed game ball can enter the first start port 24 (mainly during the non-electric support state). When the left-handed game ball enters the first start port 24 and the game ball thus entered is detected by the first start port sensor 24s, a predetermined determination random number (such as a determination random number per special figure described later) Is obtained, and special figure hit determination is performed to determine whether it is “big hit”, “small hit”, or “out” based on the determination random number. The first special symbol (hereinafter also referred to as “first special figure”) is variably displayed based on the result of the special figure determination, and then stopped and displayed. Further, as described above with reference to FIG. 2, a right-handed game ball can enter the second start opening 25. When the game ball that has been hit to the right enters the second start opening 25, and the game ball that has entered is detected by the second start opening sensor 25s, a predetermined determination random number (such as a determination random number per special figure described later) Is obtained, and special figure hit determination is performed to determine whether it is “big hit”, “small hit”, or “out” based on the determination random number. The second special symbol (hereinafter also referred to as “second special figure”) is variably displayed on the basis of the result of the special figure hit determination, and then stopped and displayed. Here, the first special drawing and the second special drawing will be described.

  FIG. 4 is an explanatory diagram showing the segment display unit 50 in an enlarged manner. As described above, the segment display unit 50 is provided at the lower right of the game area 21 in the game board 20 (see FIG. 2), and the player displays the segment through the small window 4c (see FIG. 1) of the front frame 4. The part 50 is visible. As shown in FIG. 4, the segment display unit 50 is provided with a first special figure display unit 51 for displaying the first special figure and a second special figure display part 52 for displaying the second special figure. Nine LEDs are arranged on each of these display portions. The first special figure and the second special figure (hereinafter referred to collectively as “special symbols” unless they are particularly distinguished from each other) are obtained by switching the lighted LED among the nine LEDs on each display unit. It is displayed in a variable manner and is stopped and displayed by turning on a predetermined LED among the nine LEDs. In the pachinko machine 1 of the present embodiment, as the first special figure, 200 types of big hit symbols (big hit symbols 101 to 300), 211 types of small hit symbols (small hit symbols 101 to 311), and one type of off symbol (off) The symbol 101) can be stopped and displayed, and as the second special figure, 200 types of big hit symbols (big hit symbols 401 to 600), 211 types of small hit symbols (small hit symbols 401 to 611), one type of off symbol ( The off symbol 401) can be stopped and displayed. These types of symbols can be identified by the difference in the combination of LEDs to be lit.

  When the result of the special figure determination based on the game ball entering the first start port 24 (hereinafter also referred to as “special figure determination for the first special figure”) is “big hit”, the first special figure When the figure is stopped and displayed in any of the big hit symbols 101 to 200 and the result of the special symbol hit judgment for the first special figure is “small hit”, the first special figure is any of the small hit symbols 101 to 311. When the result of determination per special figure for the first special figure is “out”, the first special figure is out and displayed in a stopped pattern 101. In the special figure determination for the first special figure, “big hit” is determined with a probability of about 1/226 and “small hit” is determined with a probability of about 1/20.

  In addition, if the result of the special figure determination based on the game ball entering the second start opening 25 (hereinafter also referred to as “special figure determination for the second special figure”) is “big hit”, When the 2 special figure is stopped and displayed in any one of the big hit symbols 401 to 600, and the result of the special figure hit judgment for the second special figure is “small hit”, the second special figure is the small hit symbol 401 to 611. When the result of the determination for the special figure for the second special figure is “out”, the second special figure is out and displayed in a stopped pattern 401. In the special figure determination for the second special figure, “big hit” is determined with a probability of about 1/226, and “small hit” is determined with a probability of about 1/4. That is, the probability of being determined as “big hit” in the special figure determination is the same between the first special figure and the second special figure, but the probability of being determined as “small hit” is the first special figure. The second special figure is set higher.

  When a special symbol (first special symbol or second special symbol) is stopped and displayed as a big hit symbol, a small hit symbol, or a disengaged symbol, the state in which the symbol is stopped and displayed is determined in order to confirm the stopped symbol. Display is maintained until the time elapses (hereinafter also referred to as “determined display”). In the following, the game from when the special symbol is started to be displayed until it is fixedly displayed, that is, the game until the result of one variation display is obtained is also expressed as “symbol variable game”.

<Big hit game>
In the pachinko machine 1 according to the present embodiment, it is possible to execute a big hit game (“specific game” in the present invention) in which a round game in which the big winning opening 28 (“variable ball entrance” in the present invention) is opened is performed a plurality of times. It is. When a game ball enters the big winning opening 28, a lot of game balls are paid out (14 game balls are paid out every time one game ball enters), so that the big hit game is a game advantageous to the player. It is. As described above with reference to FIG. 2, a right-handed game ball can enter the big winning opening 28, so it is natural that the player makes a right-hand hit during the big hit game. Therefore, during the big hit game, as in the electric support state, it is urged to turn right by turning on the two LEDs arranged on the right-handed display portion 59 of the segment display portion 50. In the present embodiment, as such a big hit game, it is possible to execute a “one-type big hit game” and a “two-type big hit game” which have different start timings.

<One kind of big hit game>
One kind of big hit game, when the first special figure or the second special figure is stopped and displayed in any of the big special symbol (specific mode) (the result of the judgment per special figure for the first special figure or the second special figure is " Is started). This kind of jackpot game includes “round game count” and “game status after the end of jackpot game” according to “the type of the jackpot symbol that has been stopped” and “the game state when the jackpot symbol has been stopped” Multiple types can be executed.

  That is, as shown in FIG. 5 (a), when the first special figure is stopped at the big hit symbol 101-300 in the non-electric support state (the first special figure is the big hit symbol in the non-electric support state). (If it is stopped, there is a 50% probability) 4 round games will be played, and the game state after the big hit game will be in the electric support state (hereinafter referred to as “4R electric support type of big hit game”) Say). In addition, when the first special figure is stopped and displayed with the big hit symbol 201 to 300 in the non-electric support state (if the first special figure is stopped and displayed with the big hit symbol in the non-electric support state, there is a 50% probability. 6) A round game is performed 6 times, and a kind of big hit game (hereinafter also referred to as “a kind of big hit game of 6R non-electric support”) in which the game state after the big hit game becomes a non-electric support state is played.

  In addition, as shown in FIG. 5B, when the first special figure is stopped and displayed on the big hit symbol 101 to 120 in the electric support state (the first special figure is stopped and displayed on the big hit symbol in the electric support state) In the case of 10% probability), a kind of big hit game of 4R electric support is performed. In addition, when the first special figure is stopped and displayed with the jackpot symbol 121 to 200 in the electric support state (when the first special figure is stopped and displayed with the big hit symbol in the electric support state, there is a 40% probability). Four round games are performed, and a kind of big hit game (hereinafter also referred to as “a kind of big hit game of 4R non-electric support”) in which the gaming state after the big hit game becomes a non-electric support state is played. Also, when the first special figure is stopped and displayed with the big hit symbol 201-300 in the electric support state (if the first special figure is stopped and displayed with the big hit symbol in the electric support state, there is a 50% probability) , 6R non-electric support is a big hit game.

  In addition, as shown in FIG. 5C, when the second special figure is stopped and displayed in the big hit symbol 401 to 500 in the non-electric support state (the second special figure is a big hit symbol in the non-electric support state). (When the stop display is made, there is a probability of 50%) A 4R electric support type big hit game is played. In addition, when the second special figure is stopped and displayed with the big hit symbol 501-600 in the non-electric support state (when the second special figure is stopped and displayed with the big hit symbol in the non-electric support state, the probability is 50%. In this case, 15 round games are performed, and a type of big hit game (hereinafter also referred to as “a type of big hit game of 15R electric support”) in which the game state after the big hit game is in the electric support state is performed.

  In addition, as shown in FIG. 5D, when the second special figure is stopped and displayed in the jackpot symbol 401 to 480 in the electric support state (the second special figure is stopped and displayed in the jackpot symbol in the electric support state). (If it is played, there is a 40% probability) a 4R non-powered support game will be played. In addition, when the second special figure is stopped and displayed with the big hit symbol 481 to 500 in the electric support state (when the second special figure is stopped and displayed with the big hit symbol in the electric support state, there is a 10% probability). A big hit game of 4R electric support is performed. In addition, when the second special figure is stopped and displayed with the big hit symbol 501 to 600 in the electric support state (when the second special figure is stopped and displayed with the big hit symbol in the electric support state, there is a 50% probability). , 15R electric support is a big hit game.

<Two kinds of big hit games>
The above explains a kind of big hit game. On the other hand, the two-type big hit game is started when a game ball enters the specific port 38 (see FIG. 2). That is, in the pachinko machine 1 of the present embodiment, when the first special figure or the second special figure is stopped and displayed with any of the small hit symbols (the special figure hit determination for the first special figure or the second special figure is performed). When the result is “small hit”), a small hit game in which the small winning opening 35 (see FIG. 2) is opened is performed. When a game ball that has entered the small prize opening 35 enters the specific port 38 during the small hit game, a two-type big hit game is started. The two types of big hit games include "number of round games" and "after big hit games" according to "type of small hit symbols that are displayed stopped" and "gaming state when the small hit symbols are stopped". A plurality of types having different “gaming states” can be executed.

  That is, as shown in FIG. 6A, when the first special figure is stopped and displayed with the small hit symbols 101 to 311 in the non-electric support state (the first special figure is the small hit in the non-electric support state). (2% big hit game with 100% probability if it is stopped with a symbol and a double big hit game is started), and the game state after the big hit game is in a non-electric support state. (Hereinafter also referred to as “4R non-electric support two-type big hit game”). In addition, as shown in FIG. 6B, when the first special figure is stopped and displayed with the small hitting symbols 101 to 311 in the electric support state (the first special figure is the small hitting design in the electric support state). (In the case of a stop-display and a two-type big hit game being started, there is also a 100% probability), and a two-type big hit game of 4R non-electric support is performed.

  In addition, as shown in FIG. 6C, when the second special figure is stopped and displayed with the small hit symbols 401 to 500 in the non-electric support state (the second special figure is the small hit in the non-electric support state). (When the type 2 big hit game is started after being stopped by the symbol, there is a probability of about 47%). The round 2 game is performed, and the game state after the big hit game is the electric support state. (Hereinafter, also referred to as “4R electric support two-type big hit game”). In addition, when the second special figure is stopped and displayed with the small hit symbol 501 to 611 in the non-electric support state (the second special figure is stopped and displayed with the small hit symbol in the non-electric support state, the two-type big hit game When the game starts, there is a probability of about 53%), and 15 round games are played, and the game state after the big hit game is the electric support state (hereinafter referred to as “15R electric support two types of big hits”) Also called “game”).

  In addition, as shown in FIG. 6D, when the second special figure is stopped and displayed with the small hit symbols 401 to 420 in the electric support state (the second special figure is the small hit symbol in the electric support state). (When there is a stop display and a two-type big hit game is started, there is a probability of about 9%), and a two-type big hit game of 4R electric support is performed. In addition, when the second special figure is stopped and displayed with the small hit symbol 421 to 500 in the electric support state (the second special figure is stopped and displayed with the small hit symbol in the electric support state and the two-type big hit game starts. If it is done, there is a probability of about 38%), and a 4R non-electric support 2 big hit game is played. In addition, when the second special figure is stopped and displayed with the small hit symbol 501 to 611 in the electric support state (the second special figure is stopped and displayed with the small hit symbol in the electric support state and the two-type big hit game starts. (If it is played, there is a probability of about 53%), and a two-type big hit game of 15R electric support will be played.

  In the pachinko machine 1 of the present embodiment, when the electric support state is set, if the symbol variation game (special symbol variation display) is performed 99 times without starting the big hit game, the non-electric support state is Is set. In other words, when the electric support state is set, the remaining number of symbol variable games that can be executed in the electric support state (hereinafter also referred to as “electric support number”) is set to 99. For the player, the electric support state is more advantageous than the non-electric support state, so that in the electric support state, the game that the big hit game is started before the non-electric support state is set. Can make people expect.

  In the pachinko machine 1 according to the present embodiment, one round game ends when 10 game balls enter (10 counts) or when 30 seconds elapses. In the game, 140 game balls (10 counts × 14 payouts) are paid out. Therefore, naturally, a big hit game with a large number of round games is paid out to a player more than a big hit game with a small number of round games. For this reason, the player can be expected to play a big hit game with a larger number of round games. In addition, this can be understood that a plurality of big hit games having different degrees of advantage for the player can be executed.

  During the execution of the jackpot game described above, the number of round games of the jackpot game being executed is displayed on the round display section 55 of the segment display section 50. That is, as shown in FIG. 4, three LEDs are arranged on the round display unit 55, and in the round display unit 55, the number of round games can be increased by lighting the left LED of the three LEDs. Shows that four big hit games are being executed, turns on the LED inside, indicates that the number of round games is being executed six times, and turns on the right LED to show round games Indicates that the jackpot game of 15 times is being executed.

<Reservation of special design>
When the game ball enters the first starting port 24, as described above, the special figure determination and the fluctuation display for the first special figure are performed. Rather than being performed immediately after entering the starting port 24, the acquired determination random number is temporarily stored as a first special figure hold. Then, when a predetermined condition is established, determination per special figure and fluctuation display of the first special figure are performed based on the stored first special figure hold. Such first special figure hold is stored with an upper limit of four. The stored number of first special figure hold (first special figure hold number) is displayed on the first special figure hold display unit 53 of the segment display unit 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special figure hold display section 53, and both of the two LEDs are turned off in the first special figure hold display section 53. This indicates that the number of the first special figure hold is 0, and lighting one LED indicates that the number of the first special figure hold is 1, indicating that the two LEDs are turned on. It indicates that the number of the first special figure hold is two, blinks one LED, indicates that the number of the first special figure hold is three, and blinks two LEDs to indicate the first Indicates that the number of special figure hold is four.

  Further, when the game ball enters the second start opening 25, as described above, the special figure determination and the fluctuation display for the second special figure are performed. Is not performed immediately after entering the second starting port 25, but the obtained determination random number is temporarily stored as the second special figure hold. Then, if a predetermined condition is satisfied, the special figure determination or the fluctuation display of the second special figure is performed based on the stored second special figure hold. Such second special figure hold is stored with an upper limit of one. The stored number of second special figure hold (second special figure hold number) is displayed on the second special figure hold display unit 54 of the segment display unit 50. That is, as shown in FIG. 4, two LEDs are also arranged in the second special figure hold display section 54, and the second special figure hold display section 54 turns off the two LEDs by turning off the two LEDs. It indicates that the number of reserved one special figure is 0, and lighting the two LEDs indicates that the number of reserved second special figure is one.

  In the pachinko machine 1 according to the present embodiment, the first special figure is held during the display of the fluctuation of any special symbol, the fixed display of any special symbol, the big hit game, and the small hit game. Even if the special figure hold is stored, the judgment per special figure and the fluctuation display relating to the hold are not performed. In addition, when only the first special figure hold is stored in the first special figure hold and the second special figure hold, the first figure special determination and the first special figure related to the first special figure hold stored first. When the second special figure hold is stored, whether or not the second special figure hold is stored, whether the first special figure hold is stored or not is determined. Displays special figure variation. That is, the second special figure is variably displayed in preference to the first special figure (having a so-called second special figure priority fluctuation function).

<Normal symbols change display, games per regular drawing>
As described above with reference to FIG. 2, the normal symbol operation gate 27 can pass a right-handed game ball. When the right-handed game ball passes through the normal symbol operating gate 27 and the game ball is detected by the gate sensor 27s, a predetermined determination random number (determination random number per common figure described later) is acquired, and the determination random number is used as the determination random number. Based on the normal map, it is determined whether or not the map is normal. Then, based on the result of the normal symbol hit determination, the normal symbol is variably displayed and then stopped. As shown in FIG. 4, the segment display unit 50 is provided with a general-purpose display unit 56 for displaying normal symbols, and the general-purpose display unit 56 is provided with two LEDs. The normal symbol is variably displayed by switching one of the two LEDs to be lit in the normal diagram display unit 56, and is stopped and displayed when a predetermined one of the two LEDs is lit. In the pachinko machine 1 according to the present embodiment, as a normal symbol, two types of symbols, that is, a symbol per symbol in which the left LED is lit out of two LEDs and an off-normal symbol symbol in which the right LED is lit are stopped. It can be displayed. When the result of the per-common symbol judgment is per ordinary symbol, the normal symbol is stopped and displayed as a symbol per ordinary symbol, and when the result of per-general judgment is out of the normal symbol, the normal symbol is stopped and displayed as a non-standard symbol. Is done. In this way, when the normal symbol is stopped and displayed as a winning symbol or a missing symbol, a display (confirmation display) is performed to maintain the state in which the symbol is stopped and displayed until a predetermined time elapses in order to determine the symbol that has been stopped and displayed. When the normal symbol is stopped and displayed as a symbol per symbol, a game per symbol that is closed after the second start port 25 is in the open state is performed.

  The non-electric support state and the electric support state described above are set by changing the mode of the normal symbol variation display and the mode of the game per normal game. That is, in the non-electric support state, it is easy to select a long time as the normal symbol fluctuation time (any one of 1000 msec, 2000 msec, and 3000 msec is selected equally), and during the game per game, the second start port 25 becomes an open state only for a short time (16 ms × 1 time). On the other hand, in the electric support state, it is easy to select a short time as the fluctuation time of the normal symbol (any one of 1000 msec, 1252 msec, and 1500 msec is selected), and during the game per game, the second time The start port 25 is opened for a long time (840 msec × 2 times). Thus, during the non-electric support state, the frequency at which the second start port 25 is opened is reduced, and the frequency of entering the game ball into the second start port 25 is also decreased. On the other hand, during the electric support state, the frequency at which the second starting port 25 is opened is increased, and the frequency of entering the game ball into the second starting port 25 is also increased.

<Display contents of effect display device 41>
Processing for performing the game as described above is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 according to the present embodiment, an effect of displaying various images on the effect display device 41 is performed in accordance with the game as described above. Processing for performing such an effect is mainly performed by the CPU 221 of the sub-control board 220.

  For example, in the effect display device 41, an effect (hereinafter also referred to as “symbol variation effect”) is performed in accordance with the variation display (symbol variation game) of the first special figure or the second special figure. That is, in synchronism with the start timing of the variation display (design variation game) of the special symbol (first special diagram or second special diagram), the variation display of the three identification symbols 41a, 41b, 41c is simultaneously performed on the effect display device 41. To begin. Thereafter, the identification symbols 41a, 41b, and 41c are displayed in a variety of manners until the variation time of the special symbol elapses. Then, the variation display of the identification symbols 41a, 41b, and 41c is terminated in synchronization with the end timing of the special symbol variation display (the special symbol stop display). In the pachinko machine 1 of the present embodiment, it is possible to display a design in which nine numbers from “1” to “9” are designed as identification symbols.

  FIG. 7A conceptually shows a state in which the three identification symbols 41a, 41b, and 41c are variably displayed at the same time. When a predetermined time elapses after the variable display is started, the left identification symbol 41a is first stopped and displayed in any one of “1” to “9”, and then the right identification symbol 41c is stopped and displayed. Finally, the middle identification symbol 41b is stopped and displayed. The combination of the three identification symbols 41a, 41b, 41c that are stopped and displayed on the effect display device 41 is a special symbol (first display) that is stopped and displayed on the first special symbol display unit 51 or the second special symbol display unit 52 described above. 1 special figure or 2nd special figure). For example, when the first special figure or the second special figure is stopped and displayed with the jackpot symbol, the three identification symbols 41a, 41b, and 41c of the effect display device 41 are the same symbol combination (hereinafter referred to as “zolo eyes”). Stop). In addition, when the first special figure or the second special figure is stopped and displayed with the small hit symbol, the three identification symbols 41a, 41b, and 41c are displayed in a special combination (for example, “2-4-6”, hereinafter “special eye”). Is also displayed. In addition, when the first special figure or the second special figure is out of place and is stopped and displayed, the three identification symbols 41a, 41b, 41c are not the same symbol combination (excluding special eyes, hereinafter "separated eyes") (Also called). The identification symbols 41a, 41b, and 41c that are stopped and displayed are in a stopped display (determined display) until the special symbol fixed display time elapses.

  As described above, the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three identification symbols 41a, 41b, and 41c displayed on the effect display device 41 have display contents. The three identification symbols 41a, 41b, and 41c are also stopped and displayed when the special symbols that are being displayed in a variable manner are stopped and displayed. Moreover, as shown in FIG. 2, the effect display device 41 is provided at a position that is more visible than the first special figure display unit 51 or the second special figure display unit 52 (segment display unit 50). Since the screen is large and the display content is easy to understand, it is normal for a player to play a game while viewing the screen of the effect display device 41. Therefore, as shown in FIG. 7 (b), the left identification symbol 41a initially stopped and displayed on the display screen of the effect display device 41 and the right identification symbol 41c subsequently stopped and displayed are the same symbol. In this case, the middle identification symbol 41b that is stopped and displayed at the end also stops at the same symbol, and the player displays a variation display (design variation effect) of the identification symbol as “whether the big hit game is started”. You will be watching. In this way, two identification symbols (identification symbols excluding one of a plurality of identification symbols) are stopped at the same symbol (a mode that can be a doublet), and the last identification symbol is variably displayed. The production is called “reach production”, and it is possible to enhance the game entertainment by generating this reach production.

  Further, in the lower part of the display screen of the effect display device 41, a first hold display area 41d for indicating the first special figure hold number, and a second hold display area 41e for indicating the second special figure hold number, Is set. In the pachinko machine 1 of the present embodiment, the first reserved figure number (the smaller circular pattern in the figure) is displayed in the first reserved display area 41d by the same number as the number of the reserved figure (small circular pattern in the figure). The upper limit number is 4), and the same number of “pending symbols” as the second special figure hold number (the upper limit number is 1) is displayed in the second hold display area 41e to indicate the second special figure hold number. Therefore, in the example shown in FIG. 7, it is shown that the first special figure reservation number is four and the second special figure reservation number is one. Needless to say, the number of holds indicated by the hold symbol displayed on the display screen of the effect display device 41 and the first special figure hold display unit 53 and the second special figure hold display unit 54 of the segment display unit 50 It matches the number of holds shown.

<Main game modes>
In the pachinko machine 1 of the present embodiment, the game is progressed mainly in the following manner. FIG. 8 and FIG. 9 are explanatory diagrams showing main game progress modes of the present embodiment. In particular, FIG. 8 shows a game progress mode in the non-electric support state, and FIG. 9 shows a game progress mode in the electric support state.

  During the non-electric support state, the second start opening 25 is less likely to be open even if a game ball is passed through the normal symbol operation gate 27. It is difficult to enter game balls. Therefore, as shown in FIG. 8, in the non-electric support state, a game aiming to enter the first starting port 24 by performing “left-handed” (hereinafter also referred to as “game of the first special figure-based game”). ) Is mainly performed. When a game ball enters the first starting port 24 by left-handed (ev. 1), the variation display of the first special figure is performed (ev. 2). In the judgment per special figure for the first special figure, since it is judged as “big hit” with a probability of about 1/226, in most cases, the first special figure is stopped and displayed with an out symbol (ev. 3). . While repeating the display of the variation of the first special figure, if it is determined as “big hit” in the special figure determination for the first special figure, the big hit symbol is stopped and displayed (ev. 4), A kind of big hit game is played (ev. 5).

  When this kind of big hit game ends, as described above with reference to FIG. 5A, the gaming state is set to the non-electric support state with a probability of 50% (ev. 6), and the game has a probability of 50%. The state is set to the electric support state (ev. 7). Among these, when the game state is set to the non-electric support state (ev. 6), the frequency at which the second start port 25 is in the open state remains low. The first special figure-based game shown in FIG. 8 is repeated.

  In the non-electric support state, the game is mainly performed as described above, so that the player expects that a kind of big hit game will be executed and that the electric support state is set after the end of the kind of big hit game. A game of expecting a person can be realized. In addition, in the judgment per special figure for the first special figure, since it is judged as “small hit” in about 1/20, even if left-handed (even in the non-electric support state) A game may be played. Then, if a game ball is inserted into the small prize opening 35 (specific port 38) during the small hit game, the two-type big hit game is started. However, in this case, since the player is left-handed, even if the game is changed to right-handed after the small-hit game is started, the small-hit game is finished before the game ball reaches the small winning opening 35. End up. For this reason, it is rare that a two-type big hit game is performed during the non-electric support state.

  When the game state is set to the electric support state (ev. 7), the following game is performed. That is, during the electric support state, the second start port 25 is frequently opened, and the game ball can easily enter the second start port 25. Therefore, as shown in FIG. 9, during the electric support state, a game that aims to enter the second starting port 25 by performing “right-handed” (hereinafter also referred to as “game of the second special figure-based game”). Mainly done. Then, when a game ball enters the second start opening 25 (ev. 11), the variation display of the second special figure is performed (ev. 12). In the determination per special figure for the second special figure, “small hit” is determined with a probability of about one fourth. Therefore, at a high frequency, the second special figure is stopped and displayed with the small hit symbol (ev. 13), and the small hit game is played (ev. 14). When a game ball that has entered the small winning opening 35 enters the specific opening 38 during the small hit game (ev. 15), a two-type big hit game is performed (ev. 16). Of course, even if a small hit game is performed, if the game ball does not enter the specific port 38 (ev. 19), the two-type big hit game is not performed.

  When the second big hit game ends, as described above with reference to FIG. 6D, the gaming state is set to the electric support state with a probability of about 62% (9% + 53%) (ev. 17). The gaming state is set to the non-electric support state with a probability of about 38% (ev. 18). Among these, when the game state is set to the electric support state (ev. 17), the frequency at which the second start port 25 is in the open state remains high, so the game in which the above-described right-handed game is performed (FIG. 9). Will be repeated).

  On the other hand, when the game state is set to the non-electric support state (ev. 18), the game in which the left-handed game described above with reference to FIG. Become. However, in this case, the second special figure hold may be stored. In other words, the second special figure hold may be stored before the second big hit game that has been finished this time is started (during the electric support state), and the second special figure hold may be stored. In such a case, after the second big hit game is finished (after the non-electric support state is set), first, the special figure determination for the second special figure (variation display of the second special figure) and the fluctuation of the second special figure Display is performed. In the following, the change display of the second special figure which is first performed after the non-electric support state is set in this way is also expressed as “first change of the second special figure”.

  Since there is a high probability of being determined as “small hit” in the special figure determination for the second special figure, naturally, “small hit” is also determined in the “first variation of the second special figure” and the small hit game is Likely to be done. Then, if a game ball enters the specific port 38 during this small hit game, a two-type big hit game will be performed. Therefore, even if the gaming state is set to the non-electric support state after the big hit game ends, the small hit game is started (the game ball is placed in the specific port 38 until the “first variation of the second special figure” is finished). The player can expect to enter the ball) and can make a right strike. Then, when a two-type big hit game is performed in such a process, the game state is set to the electric support state with a probability of 100% (47% + 53%) as described above with reference to FIG. Is done. In addition, the “first variation of the second special figure” is more likely to be a small hit game than the first special figure variation display to be performed thereafter (and more likely to be a two-type big hit game). Therefore, it is sometimes called “one cry”.

  In addition, since it is determined as “big hit” with a probability of about 1/226 in the special figure determination for the second special figure, naturally, the second special figure is stopped and displayed with the big hit symbol even in the non-electric support state. (Ev. 20) A kind of big hit game may be played (ev. 21). When this kind of big hit game ends, as described above with reference to FIG. 5D, the gaming state is set to the electric support state with a probability of 60% (10% + 50%) (ev. 22), 40 The gaming state is set to the non-electric support state with a probability of% (ev. 23). Of these, when the gaming state is set to the electric support state (ev. 22), the frequency at which the second start port 25 is in the open state remains high, so that the right-handed game described above (FIG. 9). Will be repeated).

  On the other hand, when the game state is set to the non-electric support state (ev. 23), the left-handed game described above with reference to FIG. However, in this case as well, the “first variation of the second special figure” as described above is performed. In other words, the second special figure hold may be stored (during the electric support state) and the second special figure hold may remain stored before the one-type big hit game that has ended this time is started. Therefore, also in this case, until the “first variation of the second special figure” is completed, the player is expected to start the small hit game (the game ball enters the specific slot 38), You can make a right strike.

  As described above, during the electric support state (in a game where the player makes a right turn), a game ball enters the second start opening 25 with high frequency, and a small hit game is executed with high frequency. When the small hit game is executed, the two-type big hit game is performed as long as the game ball enters the specific port 38. In other words, during the electric support state, it is possible to realize a game that makes it possible to expect a two-type big hit game to be performed at a relatively early stage while suppressing a decrease in the holding ball. In addition, even if a non-electric support state is set as a result of a big hit game, a game that makes the player expect that a two-type big hit game will be started with the "first fluctuation of the second special figure" is realized. can do.

C. Game control processing:
FIG. 10 is a flowchart showing a game control process for performing control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 at predetermined intervals (for example, based on a timer interrupt that occurs every 4 msec). Hereinafter, the game control process performed by the CPU 201 of the main control board 200 will be described according to the flowchart. In the following description, descriptions of well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process are omitted.

<Output processing>
As shown in FIG. 10, when starting the game control process, the CPU 201 of the main control board 200 first performs an output process (S100). In the pachinko machine 1 of the present embodiment, various commands to be transmitted to various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203 in various processes to be described later. In the output process (S100), various commands stored in the output buffer in this way are transmitted to various control boards. In this way, for example, the sub control board 220 controls the effect in accordance with the progress of the game, and the payout control board 240 performs drive control of the payout motor 243 (payout of game balls). It will be.

<Input processing>
Subsequently, the CPU 201 of the main control board 200 performs input processing (S200). In the pachinko machine 1 according to the present embodiment, as described above, a game ball has entered one of the first start port 24, the second start port 25, the other entrance port 30, the big winning port 28, and the small winning port 35. In this case, a game ball is paid out. Therefore, in the input process (S200), for the sensors (the first start opening sensor 24s, the second start opening sensor 25s, the big winning opening sensor 28s, the small winning opening sensor 35s, etc.) for detecting these balls, a game It is determined whether or not a sphere has been detected. As a result, when a game ball is detected, a payout command indicating the number of game balls to be paid out is stored in the output buffer described above. The payout command thus stored in the output buffer is transmitted toward the payout control board 240 in the next output process (S100).

<Random number update processing>
Subsequently, the CPU 201 of the main control board 200 performs a random number update process (S300). In the pachinko machine 1 according to the present embodiment, as described above, the special figure determination or the common figure determination is performed based on a predetermined determination random number. Specifically, the determination per special figure is performed based on “random number determined per special figure”, and the determination per common figure is performed based on “random determination per general figure”. In addition, the variation display of the special symbol in the pachinko machine 1 of the present embodiment is performed based on a variation pattern described later, and this variation pattern is selected based on a “variation pattern selection random number”. Further, in the pachinko machine 1 of the present embodiment, when the determination result per special figure is “big hit”, one of the 200 types of big hit symbols is stopped and displayed, and the determination result per special figure is “small hit”. ”, One of the 211 types of jackpot symbols is stopped and displayed. These symbol types are selected based on“ symbol selection random numbers ”. In the random number update process (S300), these random numbers are updated. These random numbers are updated not only in the random number update process (S300) but also during the period from the end of the game control process to the start of the next game control process (next timer interrupt). Also good. Further, a dedicated circuit for updating the random number may be provided, and the random number may be updated by this dedicated circuit.

<Starting port sensor detection processing>
Subsequently, the CPU 201 of the main control board 200 performs a sensor detection process (S400) such as a start port. In the start port sensor detection process (S400), first, based on the detection result of the gate sensor 27s, it is determined whether or not the game ball has passed the normal symbol operation gate 27. As a result, when the game ball passes through the normal symbol operating gate 27, it is determined whether the game is a game per game, during normal symbol variation display, or during normal symbol fixed display. As a result, if it is not during the game per game, during the normal symbol variation display, or during the normal symbol confirmation display, the per-graphic determination random number is acquired and stored.

  After the processing related to the gate sensor 27s is thus performed, it is subsequently determined whether or not a game ball has entered the first start port 24 based on the detection result of the first start port sensor 24s. As a result, when a game ball enters the first start port 24, it is determined whether or not the first special figure reservation number has reached the upper limit of four. If the number of first special figure reservations does not reach four, a determination random number per special figure, a variation pattern selection random number, and a symbol selection random number are acquired and stored as the first special figure reservation. The first special figure hold is stored in a first special figure hold storage area secured in the RAM 203 so that the stored order can be identified.

  Here, the variation display (symbol variation game) of the first special figure is performed based on the determination random number per special figure, the variation pattern selection random number, and the symbol selection random number acquired as the first special figure hold. Further, the effect (symbol variation effect) performed in accordance with the variation display of the first special figure is also performed based on the determination random number per special figure, the variation pattern selection random number, and the symbol selection random number acquired as the first special figure hold. . Therefore, when the first special figure hold is stored, even if the fluctuation display based on the first special figure hold has not yet been started (even if the change start condition is not satisfied), the first special figure hold It is possible to determine the mode of variation display and effect based on (design variation game or symbol variation effect based on the first special figure hold). For example, even before the variable display based on the first special figure hold is performed, whether or not the big hit symbol is stopped and displayed when the variable display based on the first special figure hold is performed, It can be determined whether or not. Such determination is referred to as pre-determination, and in the pachinko machine 1 of the present embodiment, when the first special figure hold is stored, the pre-determination is performed for the first special figure hold, and the pre-determination result Is stored in association with the first special figure hold.

  In this way, when the first special figure hold is stored and the predetermination result for the first special figure hold is stored, the predetermination result command indicating the predetermination result is stored in the output buffer of the RAM 203. The prior determination result command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the preliminary determination result of the first special figure hold. If the game ball has not entered the first start opening 24, or if the number of the first special figure hold has already reached four, the new first special figure hold is not stored and is not stored in advance. No judgment is made.

  When the processing related to the first start port sensor 24s is thus performed, it is subsequently determined whether or not the game ball has entered the second start port 25 based on the detection result of the second start port sensor 25s. As a result, when the game ball enters the second start opening 25, it is determined whether or not the second special figure hold is stored in the second special figure hold storage area. If the second special figure hold is not stored, the determination random number per special figure, the variation pattern selection random number, and the symbol selection random number are acquired, and these random numbers are stored in the second special figure hold storage area as the second special figure hold. Remember. When the second special figure hold is stored, the same prior determination as described above is performed for the second special figure hold, and the preliminary determination result is stored in association with the second special figure hold. In this way, when the second special figure hold is stored and the predetermination result for the second special figure hold is stored, the predetermination result command indicating the predetermination result is stored in the output buffer of the RAM 203. The prior determination result command stored in the output buffer in this way is also transmitted toward the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the preliminary determination result of the second special figure hold. In addition, when the game ball has not entered the second start opening 25, or when the second special figure reservation number has already been stored, the new second special figure reservation is not stored, and the prior determination is also performed. Not performed. That is, in the pachinko machine 1 according to the present embodiment, only one second special figure hold is stored.

<Normal operation processing>
Subsequently, the CPU 201 of the main control board 200 performs normal operation processing (S500). In the normal operation process (S500), a process of displaying a normal symbol in a variably manner or executing a game per normal figure is performed. That is, the CPU 201 of the main control board 200 first determines whether the game per game is in the normal symbol variation display or the normal symbol fixed display. And, when the game per game is not displayed during the normal symbol variation display or the normal symbol fixed display, whether or not the determination random number per universal symbol is stored in the above-described sensor detection process (S400) Judge whether or not. As a result, in the case of storing the determination random number per ordinary figure, the stored determination random number per common figure is read, and the determination per ordinary figure is performed based on the determination random number per universal figure.

  If the per-normal map determination is performed, it is determined whether or not the result of the per-normal map determination is per standard map. As a result, when the result of the normal symbol determination is that of the normal symbol, the symbol per symbol is stored as a symbol (stop symbol) to be stopped and displayed in the current normal symbol variation display. That is, it memorizes that the left LED (see FIG. 4) of the general symbol display section 56 is turned on as a result of the normal symbol variation display this time. On the other hand, when the result of the normal symbol hit determination is out of the normal symbol, the extraordinary symbol is stored as a symbol (stop symbol) to be stopped and displayed in the current normal symbol variation display. That is, it stores that the right LED (see FIG. 4) of the general-purpose display unit 56 is lit as a result of the normal symbol variation display this time.

  In this way, if it is stored that the left LED of the general symbol display unit 56 is turned on as a result of the variation display of the normal symbol this time or the right LED of the general symbol display unit 56 is lit, the variation time of the normal symbol Set. Specifically, if it is in the non-electric support state, any one of 1000 milliseconds, 2000 milliseconds, and 3000 milliseconds is set, and if it is in the electric support state, any one of 1000 milliseconds, 1252 milliseconds, and 1500 milliseconds is set. Once the normal symbol variation time is set, the normal symbol variation display is started. Then, the determination random number per universal figure which is the target of the determination per normal map this time is deleted from the storage area.

  The above is a description of the processing when the game is not in a game per game, during normal symbol variation display, or during normal symbol fixed display. On the other hand, when the variation display of the normal symbol is being performed, it is determined whether or not the variation time of the normal symbol during the variation display has elapsed. As a result, when it is determined that the variation time has elapsed, the normal symbol being varied and displayed is stopped and displayed in a previously stored manner. In other words, if the result of the normal figure hit is that of the normal figure, the LED on the left of the normal figure display portion 56 is turned on (the symbol per common figure is stopped and displayed), and the result of the normal figure hit determination is lost. If it is, the right LED of the general figure display unit 56 is turned on (the off symbol is stopped and displayed). When the normal symbol is stopped and displayed in this way, the fixed display of the normal symbol is started, so the fixed display time of the normal symbol is set.

  On the other hand, when the normal symbol is being displayed, it is determined whether or not the fixed display time has elapsed. As a result, when the fixed display time has elapsed, it is determined whether or not the normal symbol that is stopped and displayed (determined display) this time is a symbol per symbol (lighting of the left LED of the common symbol display unit 56). As a result, when the normal symbol that has been stopped and displayed is a symbol per ordinary symbol, an opening pattern (number of times of opening, opening time, closing time, etc.) of the second start port 25 in the game per symbol is set. Specifically, an opening pattern is set in which the second starting port 25 is opened for a short time (16 msec × 1 time) when in the non-electric support state, and when the second support port 25 is in the electric support state, An opening pattern is set for a long time (840 milliseconds x 2). Once the opening pattern is set in this way, the game is started per usual figure.

  On the other hand, when a game is being played per game, the opening / closing door 26 is controlled by controlling the second start opening solenoid 26m so that the second start opening 25 is in the open / closed state in the above-described opening pattern. Make it work. When the control according to the release pattern is finished, the game per usual figure is finished.

<Special action processing>
Subsequently, the CPU 201 of the main control board 200 performs a special operation process (S600). In this special action process (S600), a special symbol (the first special figure or the second special figure) is variably displayed, a big hit game is executed, or a small hit game is executed. That is, the CPU 201 of the main control board 200 first displays the special symbol (first special diagram or second special diagram) during the big hit game, during the small hit game, while the special symbol (first special figure or second special figure) is being displayed. ) Is determined during the fixed display. As a result, if none of these is found, it is determined whether or not the second special figure hold is stored in the second special figure hold storage area. As a result, when the second special figure hold is stored in the second special figure hold storage area, the second special figure hold (a determination random number per special figure, a variation pattern selection random number, a symbol selection random number) is read. Then, the special figure determination is performed based on the special figure determination random number included in the read second special figure hold.

  On the other hand, if the second special figure hold is not stored, it is determined whether or not the first special figure hold is stored in the first special figure hold storage area. As a result, when the first special figure hold is stored in the first special figure hold storage area, the first special figure hold stored in the first of the stored first special figure hold (per special figure) Read out the determination random number, symbol selection random number, variation pattern selection random number). Then, the special figure determination is performed based on the special figure determination random number included in the read first special figure hold.

  Here, in the pachinko machine 1 of the present embodiment, the determination random number per special figure is a random number that is updated in the range of 0 to 65535 (a random number that can take 65536 values), and the first special figure hold Alternatively, if the determination random number per special figure acquired as the second special figure hold is one of the values corresponding to “big hit”, it is determined as “big hit”. By appropriately setting such a value corresponding to “big hit”, the probability of being determined as “big hit” in both the special figure hit judgment for the first special figure and the special figure hit judgment for the second special figure. It is set to about 1/226. Further, if the determination random number per special figure acquired as the first special figure hold is any value corresponding to “small hit”, it is determined as “small hit”. By appropriately setting such a value corresponding to “small hit”, the probability of determining “small hit” in the special figure determination for the first special figure is set to about 1/20. The probability of being determined as “small hit” in the special figure determination for a special figure is set to about one-fourth.

  If the result of the special symbol hit determination is “big hit”, based on the symbol selection random number included in the first special figure hold or the second special figure hold read this time, the change display (design) Select the type of jackpot symbol to be stopped and displayed in (Variable game). That is, as described above with reference to FIG. 5, in the pachinko machine 1 according to the present embodiment, the jackpot symbols 101 to 300 can be stopped and displayed as the first special figure, and the jackpot symbols 401 to 600 as the second special figure. Can be stopped and displayed. Therefore, when the first special figure hold is read, the symbol selection random number read as the first special figure hold is referred to by referring to the symbol selection table (not shown) in which the symbol selection random numbers are assigned to the jackpot symbols 101 to 300. The corresponding jackpot symbol is selected as the symbol to be stopped and displayed. When the second special symbol hold is read, the big hit corresponding to the symbol selection random number read as the second special symbol hold is referred to with reference to the big hit symbol selection table in which the symbol selection random numbers are assigned to the big hit symbols 401 to 600 The symbol is selected as a symbol to be stopped and displayed. The jackpot symbol selection table is stored in advance in the ROM 202 of the main control board 200.

  In addition, when the result of the special symbol hit determination is “small hit”, based on the symbol selection random number included in the first special figure hold or the second special figure hold read this time, the change display ( Select the type of small hit symbol to be stopped and displayed in the symbol variation game). That is, as described above with reference to FIG. 6, in the pachinko machine 1 according to the present embodiment, the small hit symbols 101 to 311 can be stopped and displayed as the first special symbol, and the small hit symbol 401 as the second special symbol. ˜611 can be stopped and displayed. Therefore, when the first special symbol hold is read, the symbol read as the first special symbol hold is referred to with reference to the small hit symbol selection table (not shown) in which the symbol selection random numbers are assigned to the small hit symbols 101 to 311. The small hit symbol corresponding to the selected random number is selected as a symbol to be stopped and displayed. When the second special symbol hold is read, it corresponds to the symbol selection random number read as the second special symbol hold with reference to the small hit symbol selection table in which the symbol selection random numbers are allocated to the small hit symbols 401 to 611 The small hit symbol to be selected is selected as a symbol to be stopped and displayed. The small hit symbol selection table is also stored in advance in the ROM 202 of the main control board 200.

  On the other hand, in the case where the result of the special figure determination is “out”, when the first special figure hold is read out, the off symbol 101 is selected as the symbol to be stopped and the second special figure hold is read out. The off symbol 401 is selected as a symbol to be stopped and displayed. The big hit symbol, the small hit symbol, and the off symbol selected as symbols to be stopped and displayed are stored in the stop symbol storage area secured in the RAM 203.

  When the symbol to be stopped and displayed is selected in this way, the variation pattern of the special symbol variation display (design variation game) is selected. The variation pattern is the time (variation time) from when the special symbol (the first special diagram or the second special diagram) starts displaying the variation until it stops (variation time), and each variation pattern is distinguished from other variation patterns. Information (variation pattern ID) is attached. In the process of selecting the variation pattern, the variation pattern selection table is referred to. As shown in FIG. 11, the variation pattern selection table is a table in which variation pattern selection random numbers are assigned to a plurality of variation patterns (variation pattern ID, variation time). In the process of selecting the fluctuation pattern, the fluctuation pattern corresponding to the fluctuation pattern selection random number read this time as the first special figure hold or the second special figure hold is referred to such a fluctuation pattern selection table, and the current fluctuation pattern is selected. Determine as. Therefore, the probability that each variation pattern is selected is determined by the ratio of random numbers allocated to each variation pattern among the obtainable variation pattern selection random numbers.

  The variation pattern thus selected is transmitted to the sub-control board 220 as a variation pattern designation command to be described later. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, the CPU 221 recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and uses the (corresponding) effect pattern based on the recognized variation pattern. Perform fluctuating effects.

  In the above-described process of selecting a variation pattern, the variation pattern selection table corresponding to various game progress situations is referred to instead of always referring to the same variation pattern selection table. Specifically, as shown in FIG. 12, the type of special symbol (first special figure or second special figure), the currently set gaming state, the result of judgment per special figure, and the stored first special figure Reference is made to the variation pattern selection table corresponding to the number of on-hold and second special figure hold. Although not shown, the type of one kind of big hit game started this time (the kind of kind of big hit game described above with reference to FIG. 5) and the “first variation of the second special figure” described above with reference to FIG. Reference is made to the variation pattern selection table corresponding to whether or not there is. By doing so, it becomes possible to select a variation pattern corresponding to various game progress situations, and as a result, the CPU 221 of the sub-control board 220 can execute a symbol variation effect with the effect patterns corresponding to the various game progress situations. For example, the CPU 221 of the sub-control board 220 executes a symbol variation effect in which the identification symbols 41a, 41b, 41c are stopped and displayed with a flat eye after the reach effect when the result of the special symbol determination is “big hit”, When the result of the special symbol per determination is “small hit”, the symbol variation effect for stopping and displaying the identification symbols 41a, 41b, and 41c with a special eye is executed, and when the special symbol per unit determination result is out of place, A symbol variation effect is performed in which the identification symbols 41a, 41b, and 41c are stopped and displayed in a discrete manner. In addition, when the result of the judgment per special figure is out of the range, when a predetermined variation pattern is selected, a reach effect is performed (after that, the display is stopped and displayed with a break). Each variation pattern selection table is stored in advance in the ROM 202 of the main control board 200.

  Thus, when the symbol to be stopped and displayed in the current special symbol variation display is selected and the variation pattern of the current special symbol variation display is selected, the variation display of the special symbol is started. Then, a variation pattern designation command indicating the variation pattern selected this time is stored in the output buffer of the RAM 203. The variation pattern designation command stored in the output buffer in this way is transmitted toward the sub control board 220 in the next output process (S100). Further, the first special figure hold or the second special figure hold, which is the target of the current special figure determination, is deleted from the first special figure hold storage area or the second special figure hold storage area.

  The above is a description of the processing in the case of neither big hit game, small hit game, special symbol (first special symbol or second special symbol) variation display, or special symbol fixed display. On the other hand, when the variation display of the special symbol is being performed, it is determined whether or not the variation time of the special symbol during the variation display has elapsed. As a result, when it is determined that the variation time has elapsed, the special symbol during the variation display is stopped and displayed with the symbol previously stored in the stop symbol storage area (definite display is started). When the special symbol is stopped and displayed in this way, since the special symbol confirmation display is started, the special symbol confirmation display time is set. Then, a change stop command indicating that the special symbol is stopped and displayed is stored in the output buffer of the RAM 203. The fluctuation stop command stored in the output buffer in this way is transmitted toward the sub control board 220 in the next output process (S100).

  The above is a description of the processing when the special symbol variation display is in progress. On the other hand, when the special symbol is being confirmed and displayed, it is determined whether or not the confirmed display time has elapsed. As a result, when the fixed display time has elapsed, it is determined whether the special symbol that has been stopped and displayed (determined display) is a big hit symbol, a small hit symbol, or a missed symbol. As a result, if the special symbol that is stopped and displayed is out of the design, it is also determined whether or not the electric support state is set. If the electric support state is set, the electric support number is subtracted once. . As a result, when the number of electric support is 0, the non-electric support state is set instead of the electric support state. When the gaming state is set in this way, a gaming state designation command indicating the set gaming state is stored in the output buffer of the RAM 203. The gaming state designation command thus stored in the output buffer is transmitted toward the sub control board 220 in the next output process (S100).

  On the other hand, if the special symbol that is stopped is a small hit symbol, it is first determined whether or not the power support state is set. If the power support state is set, Subtract the number of times of support. As a result, when the number of electric support is 0, the non-electric support state is set instead of the electric support state. In addition, in response to the fact that the small winning symbol is stopped and displayed, an opening pattern of the small winning opening 35 in the small winning game (the number of times of opening, the opening time, the closing time, etc.) is set. In the pachinko machine 1 according to the present embodiment, during the small hit game, the small winning opening 35 is opened for 1.6 seconds, so such an opening pattern of the small winning opening 35 is set. When the opening pattern of the small winning opening 35 is thus set, the small hit game is started. Then, a small hit game start command indicating the start of the small hit game is stored in the output buffer of the RAM 203. The small hit game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

  On the other hand, when the special symbol stopped and displayed is a jackpot symbol, an opening pattern (number of times of opening, opening time, closing time, etc.) of the big winning opening 28 in a kind of jackpot game is set. As described above with reference to FIG. 5, in the pachinko machine 1 according to the present embodiment, the number of round games during one kind of big hit game varies depending on the type of the big hit symbol that is stopped and displayed. Therefore, the opening pattern of the big winning opening 28 is set corresponding to the type of the jackpot symbol that is stopped and displayed. When the opening pattern of the big winning opening 28 is thus set, a kind of big hit game is started. Then, a jackpot game start command indicating the start of one kind of jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the type of one kind of jackpot game to be started this time (see FIG. 5). The jackpot game start command stored in the output buffer is transmitted toward the sub-control board 220 in the next output process (S100).

  The above is a description of the processing when the special symbol is being confirmed. On the other hand, when the small winning game is being performed, the small winning opening solenoid 35m is controlled to operate the open / close door 36 so that the small winning opening 35 is in an open state / closed state in the above-described opening pattern. When a game ball entered from the small winning opening 35 during the small hit game enters the specific slot 38, a specific slot input command indicating that is stored in the output buffer of the RAM 203. The specific entrance ball command stored in the output buffer in this way is transmitted toward the sub control board 220 in the next output process (S100).

  When the control of the small prize opening solenoid 35m according to the above-described opening pattern (the operation of the opening and closing door 36) is completed, it is determined whether or not a game ball has entered the small prize opening 35 during the current small hit game. As a result, when a game ball does not enter the small winning opening 35, the small hit game is ended as it is. Then, a small hit game end command indicating the end of the small hit game is stored in the output buffer of the RAM 203. The jackpot game end command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100).

  On the other hand, when a game ball enters the small winning opening 35 during the current small hit game, it is determined whether or not the game ball has entered the specific slot 38. When a game ball enters the specific port 38, first, a small hit game end command indicating the end of the small hit game is stored in the output buffer of the RAM 203. Then, in response to the game ball entering the small winning opening 35 during the small hit game, the opening pattern of the big winning opening 28 in the double big hit game (opening number, open time) , Closing time, etc.). As described above with reference to FIG. 6, in the pachinko machine 1 according to the present embodiment, the number of round games during the two-type big hit game differs depending on the type of the small hit symbol that is stopped and displayed. Accordingly, the opening pattern of the special winning opening 28 is set in accordance with the type of the small hit symbol that is stopped and displayed. When the opening pattern of the big winning opening 28 is set in this way, the two-type big hit game is started. Then, a jackpot game start command indicating the start of the two-type jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the type of the two-type jackpot game to be started this time (see FIG. 6). The jackpot game start command stored in the output buffer is transmitted toward the sub-control board 220 in the next output process (S100).

  The above is a description of the processing when the small hit game is in progress. On the other hand, in the case of a big hit game (during one kind of big hit game or two kinds of big hit game), the big prize opening solenoid 29m is set so that the big prize opening 28 is in an open state / closed state with the above-described opening pattern. Is controlled to operate the open / close door 29. At the start of the round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. To do. The round game start command and the round game end command stored in the output buffer in this way are transmitted toward the sub-control board 220 in the next output process (S100).

  Further, when the control of the big winning opening solenoid 29m according to the above-described opening pattern (the operation of the opening and closing door 29) is finished, the big hit game is finished. Then, a jackpot game end command indicating the end of the jackpot game is stored in the output buffer of the RAM 203. The jackpot game end command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100). When the big hit game ends, the game state is set to a non-electric support state or an electric support state according to the type of the big hit game (see FIGS. 5 and 6). When the gaming state is set to the electric support state, the electric support number is set to 99. When the gaming state is set in this way, a gaming state designation command indicating the set gaming state is stored in the output buffer of the RAM 203. The gaming state designation command thus stored in the output buffer is transmitted toward the sub control board 220 in the next output process (S100).

<Hold count processing>
Subsequently, the CPU 201 of the main control board 200 performs a reservation number process (S700). In the number-of-holds processing (S700), the number of first special figure holds stored in the first special figure hold storage area and the number of second special figure holds stored in the second special figure hold storage area , And a pending number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The hold number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 displays various symbols on the effect display device 41 such as displaying the reserved symbols corresponding to the number of the first special figure hold and the number of the second special figure hold on the effect display device 41. Can be executed.

D. Production control process:
FIG. 13 is a flowchart showing an effect control process for performing control related to the effect. The effect control process is performed by the CPU 221 of the sub-control board 220 at predetermined intervals (for example, based on a timer interrupt that occurs every 10 msec). Hereinafter, the effect control process performed by the CPU 221 of the sub control board 220 will be described according to the flowchart. In the following description, descriptions of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process are omitted.

  When the effect control process is started, the CPU 221 of the sub control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub control board 220 receives a command from the main control board 200 or each time it receives a detection signal from various boards, the received command and detection signal are stored in the RAM 223 as external interrupt processing. Stored in the received command storage area. In the command analysis process (S800), the command and the detection signal stored in the received command storage area, that is, the effect corresponding to the received command and the detection signal is determined, and the image / audio control board 230 or the like is used to perform this effect. A command to be transmitted to the lamp control board 226 or the like is stored in an output buffer secured in the RAM 223.

  Subsequently, the CPU 221 of the sub-control board 220 performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is transmitted to the image / audio control board 230, the lamp control board 226, and the like. When receiving a command from the sub-control board 220, the audio / video control board 230 displays an image corresponding to the received command on the effect display device 41, and outputs audio corresponding to the received command from the various speakers 6a, 6b, etc. Then, the accessory motor 70m is driven in a manner corresponding to the received command. The lamp control board 226 causes the various lamps 5a to 5c to emit light with a light emission pattern corresponding to the received command.

  As described above, the sub-control board 220 executes various effects in cooperation with the image / audio control board 230, the lamp control board 226, and the like. In this specification, for convenience of explanation, the sub-control board 220 executes such various effects. This is simply expressed as “the CPU 221 of the sub-control board 220 executes various effects”.

  FIG. 14 shows processing performed by the CPU 221 of the sub control board 220 in response to various commands and the like. As illustrated in FIG. 14, when the CPU 221 of the sub control board 220 receives a prior determination result command, the CPU 221 performs a prior effect that is an effect based on the prior determination result. For example, an image of a character or the like corresponding to the pre-determination result is displayed on the effect display device 41, or the mode of the reserved symbol displayed in the first hold display region 41d or the second hold display region 41f of the effect display device 41 is determined in advance. Or a mode corresponding to the result. Note that the prior performance need not always be performed when the prior determination result command is received, and may be performed when a predetermined condition is satisfied (for example, when a predetermined execution lottery is won).

  Further, as shown in FIG. 14, when the CPU 221 of the sub-control board 220 receives the hold number transmission command, the same number of hold symbols as the first special figure hold number and the second special figure hold number indicated by this command, Displayed in the first hold display area 41d and the second hold display area 41f of the effect display device 41. In addition, it is not necessary to always display both the number of the first special figure hold and the number of the second special figure hold, for example, a non-electric support state in which left-handed is performed, that is, a state in which a game mainly of the first special figure is performed In, the first special figure hold number is displayed, and in the non-electric support state where the right-handed is performed, that is, in the state where the game of the second special figure subject is performed, the second special figure hold number is displayed. Also good.

  As shown in FIG. 14, when the CPU 221 of the sub-control board 220 receives the variation pattern designation command, the variation pattern designation command is displayed in accordance with the variation display of the special symbol (first special diagram or second special diagram). The symbol variation effect (including the variation display of the identification symbols 41a, 41b, 41c) corresponding to the variation pattern shown is started.

  Here, in the pachinko machine 1 of the present embodiment, a plurality of types of reach effects can be executed as the reach effects described above with reference to FIG. Since the symbol variation effect is performed corresponding to the variation pattern, the reach effect as a part of the symbol variation effect is also performed when the corresponding variation pattern is selected. Specifically, when the variation pattern corresponding to each reach effect is selected when the result of the special figure hit determination is “big hit”, the reach effect corresponding to this change pattern is performed, and then the identification symbols 41a and 41b. , 41c is stopped and displayed in a slotted pattern effect. In addition, when the variation pattern corresponding to each reach effect is selected when the result of the special figure per-judgment result is “out”, the reach effect corresponding to this variation pattern is performed, and then the identification symbols 41a, 41b, A symbol variation effect is displayed in which 41c is stopped and displayed.

  The execution probability of each reach effect, that is, the probability that the change pattern corresponding to each reach effect is selected depends on the ratio of the change pattern selection random number assigned to each change pattern in the change pattern selection table described above with reference to FIG. Is set. Thereby, the probability that the determination result per special figure is “big hit” (hereinafter, also referred to as “big hit expectation”) is made different among a plurality of types of reach effects. As a result, it is possible to make the player expect that a reach production with a higher degree of expectation of jackpot will be performed.

  As an aspect of reach production, it is sufficient that the player can identify these differences. For example, an aspect in which character images displayed are different from each other, and an aspect in which displayed background images are different between reach effects. A mode in which displayed colors are different from each other, a mode in which identification symbols (such as a left identification symbol 41a and a right identification symbol 41b) that can be displayed in a stoppage at the start of reach production are different from each other are adopted.

  When the change stop command is received during the execution of the symbol change effect as described above, the CPU 221 of the sub-control board 220 stops and displays the identification symbols 41a, 41b, and 41c with any one of the flat eyes, the special eyes, and the broken eyes.

  In the pachinko machine 1 according to the present embodiment, as described above, when the big hit game is performed, the identification symbols 41a, 41b, and 41c are stopped and displayed with a doublet. To explain this in more detail, when the electric support state is set after the end of the big hit game (when a big hit game advantageous to the player is performed), “an odd number is designed (first design) ”To stop and display the identification symbols 41a, 41b, 41c, and when the non-electric support state is set after the big hit game is finished (when the big hit game unfavorable to the player is performed),“ an even number is designed. The identification symbols 41a, 41b and 41c are stopped and displayed with the symbol (second symbol). Accordingly, in the reach production, the left identification symbol 41a and the right identification symbol 41c are stopped and displayed in the “design in which odd numbers are designed (first symbol)” in which a big hit game advantageous to the player may be performed. Can be expected to be played by the player.

  Further, as shown in FIG. 14, when the CPU 221 of the sub-control board 220 receives the small hit game start command, the CPU 221 starts a small hit game effect indicating that the small hit game is being played. When the small hit game end command is received during the small hit game, the CPU 221 of the sub control board 220 ends the small hit game effect. Further, when a specific entrance ball command is received during the small hit game, a specific entrance ball effect indicating that the game ball has entered the specific port 38 is executed.

  Further, as shown in FIG. 14, when the CPU 221 of the sub-control board 220 receives the jackpot game start command, the CPU 221 starts a jackpot game effect indicating that the jackpot game is being played. For example, at the timing when the jackpot game is started, a fanfare effect indicating the start of the jackpot game is executed, and display of a moving image (so-called movie) indicating that the jackpot game is being started is started. Also, an effect suggesting the number of round games of the started jackpot game (4 round jackpot game, 6 round jackpot game, or 15 round jackpot game), or a game state set after completion of the started jackpot game (non- An effect suggesting an electric support state or an electric support state) is executed. In the pachinko machine 1 of the present embodiment, as such a jackpot game effect, a plurality of jackpot game effects having different modes (for example, moving images to be displayed) can be executed, and which jackpot game effect is to be executed? It is determined according to a predetermined lottery result and the type of jackpot game.

  The “identification symbols 41a, 41b, 41c” correspond to “identification information” in the present invention. Accordingly, the CPU 221 of the sub-control board 220 that performs the variable display of “identification symbols 41a, 41b, 41c” corresponds to “identification information display means” in the present invention.

  When the round game start command is received during the big hit game, the CPU 221 of the sub-control board 220 starts a round game effect (for example, superimposed on the big hit game effect) indicating that the round game is being played. For example, an effect (for example, an effect of displaying 1R, 2R, 3R,...) Indicating the number of round games in the big hit game being executed is started. When the round game end command is received, the round game effect is ended, and when the jackpot game end command is received, the jackpot game effect is ended.

  Further, as shown in FIG. 14, when the CPU 221 of the sub control board 220 receives the gaming state designation command, it starts an effect corresponding to the set gaming state. For example, if the identification symbol 41a, 41b, 41c or its background image is rendered in a mode (color, shape, etc.) corresponding to the gaming state, or if the electric support state is set, the remaining electric support number is displayed. Or start the production.

  As shown in FIG. 14, when the CPU 221 of the sub-control board 220 detects an operation signal via the effect operation board 228, that is, when the effect operation units 10a, 10b, and 10c are operated, it responds to the operation. Start production.

E. Reach production with driving of mobile accessory device 70:
Here, the pachinko machine 1 according to the present embodiment can execute a plurality of types of reach effects as described above. However, in some of the reach effects, the mobile accessory device 70 is driven (operated). The first mobile combination 71 and the second mobile combination 72 are changed from the state shown in FIG. 15A, which is not visible from the player side, to the state shown in FIG. 15B, which is visible from the player side. . In this specification, such a reach effect that involves driving (operation) of the mobile accessory device 70 is also expressed as a “community interlocking reach effect”. Below, although the aspect of such an accessory linked reach production is demonstrated, the mobile accessory device 70 is demonstrated first as the preparation.

E-1. Mobile accessory device 70:
E-1-1. Configuration of mobile accessory device 70:
16 and 17 are explanatory diagrams showing the configuration of the mobile accessory device 70. FIG. In particular, FIG. 16 is a perspective view and an exploded perspective view of the mobile accessory device 70 as seen from the front, and FIG. 17 is a perspective view and an exploded perspective view of the mobile accessory device 70 as seen from the rear. In FIGS. 16 and 17, the first mobile combination 71 and the second mobile combination 72 move upward, and are visible from the player side (the state shown in FIG. 15B). )It is shown. 16 and 17 show only the mobile accessory device 70 provided on the left side of the two mobile accessory devices 70 provided on the left and right sides of the front side of the effect display device 41. As for the mobile accessory device 70 provided on the right side, only the left and right of the configuration of the mobile accessory device 70 provided on the left side are interchanged, and thus the description thereof is omitted.

  As shown in FIGS. 16 and 17, the mobile accessory device 70 is roughly configured by assembling various gaming parts to a box-shaped base member 74 having an open rear side. More specifically, first, a sliding groove 74 a extending obliquely upward is formed on the front wall of the base member 74. A protrusion (not shown) on the rear side of the first moving accessory 71 is slidably inserted in the sliding groove 74a, and the first moving accessory is inserted into the protrusion (not shown). The auxiliary member 71a (see FIG. 17) is fixed so as to sandwich the base member 74 (the edge of the sliding groove 74a) together with the object 71. As a result, the first moving accessory 71 is slidably attached to the base member 74 so as not to be detached from the base member 74.

  In addition, an accessory motor 70m is provided in the lower part of the base member 74. The rotating shaft of the accessory motor 70m passes through the front wall of the base member 74 and extends to the front side of the base member 74. The rotating shaft extending to the front side has a motor gear 70a (see FIG. 16). Is fixed. Further, on the front side of the base member 74, a relay gear 75 (see FIG. 16) that meshes with (engages with) the motor gear 70a is pivotally supported (supported rotatably). Further, an arm gear 76 a formed on one end side of the lower arm 76 is pivotally supported on the front surface side of the base member 74, and the arm gear 76 a meshes with the relay gear 75. Therefore, when the accessory motor 70m is driven, the driving force of the accessory motor 70m is transmitted to the arm gear 76a (lower arm 76) via the motor gear 70a and the relay gear 75. The operation mode of the lower arm 76 will be described later in the section “E-1-2. Operation mode of the moving accessory device 70”.

  A middle arm 77 is rotatably connected to the lower arm 76. Specifically, a shaft support portion 77c (see FIG. 16) which is one end side of the middle arm 77 is provided on the end portion (the other end side) opposite to the side (one end side) where the arm gear 76a of the lower arm 76 is formed. ) Is supported. The middle arm 77 is formed to be bent from the shaft support portion 77c (one end side) toward the other end side, and on the other end side, a projecting portion 77a (see FIG. 17) projecting rearward and forward. A protruding portion 77b (see FIG. 16B) is formed. Of these, the protruding portion 77a protruding rearward is slidably inserted into a long hole 71b (see FIGS. 16B and 17) formed in the lower portion of the first moving accessory 71. On the other hand, the protruding portion 77b (see FIG. 17B) protruding forward is slidably inserted into a long hole 78a formed on one end side of the upper arm 78.

  On the other end side of the upper arm 78, a fan-like pinion portion 78b (see FIG. 17B) is formed. Further, a midway part 78 c of the upper arm 78 (a part between the long hole 78 a and the pinion part 78 b) is pivotally supported on the front side of the first moving accessory 71. Accordingly, the upper arm 78 is rotatable with respect to the first moving accessory 71 around the pivotally supported midway portion 78c, and as a result, the elongated holes 78a and the pinion portions 78b respectively formed at both ends. Can move up and down alternately.

  When the driving force motor 70m is driven to transmit the driving force to the lower arm 76 (when the lower arm 76 rotates), the driving force is further increased to the middle arm 77, the upper arm 78, and the first movement. It is transmitted to the accessory 71. The operation modes of the middle arm 77, the upper arm 78, and the first mobile accessory 71 will also be described later in the section “E-1-2. Operation mode of the mobile accessory device 70”.

  On the front side of the first moving combination 71, a second moving combination 72 is provided so as to overlap the first moving combination 71. Specifically, the second moving accessory 72 is provided with a protruding portion 72a (see FIG. 17B) protruding backward, and this protruding portion 72a is provided at the center of the first moving accessory 71. The long hole 71c (see FIG. 16B) is slidably inserted. The long hole 71 c is formed so that its longitudinal direction is parallel to the longitudinal direction of the sliding groove 74 a of the base member 74. Therefore, the direction in which the first moving combination 71 can move with respect to the base member 74 is parallel to the direction in which the first moving combination 71 can move with respect to the second moving combination 72 (the same direction or the opposite direction).

  In addition, a rack portion 72b (see FIG. 16B and FIG. 17B) is provided on the rear side of the second moving accessory 72 with the tooth tips facing inward. It meshes with the pinion portion 78b (see FIG. 16B) of the upper arm 78. The operation mode of the second mobile combination 72 will also be described later in the section “E-1-2. Operation mode of the mobile combination unit 70”.

  In addition, a rear arm 79 (see FIGS. 16B and 17) for biasing the first moving accessory 71 upward is provided at an upper portion inside the base member 74. Specifically, the rear surface side of the front wall of the base member 74 is provided with a projecting portion 74b (see FIG. 17B) projecting rearward, and one end side of the rear arm 79 is attached to the projecting portion 74b. It is supported. Further, a torsion spring 79 a (torsion spring) is provided on one end side of the rear arm 79. On the other hand, a long hole 79 b is provided on the other end side of the rear arm 79. A protrusion 71d (see FIG. 17B) protruding rearward is provided on the rear surface of the auxiliary member 71a fixed to the first moving accessory 71, and the protrusion 71d is a long hole of the rear arm 79. 79b is slidably inserted. Thereby, the rear arm 79 urges the first moving accessory 71 upward (in the direction along the sliding groove 74a).

  Further, at least a part of the opening behind the base member 74 is covered with a lid member 80, and a gaming component (not shown in FIGS. 16 and 17) such as a motor board 229 is attached to the lid member 80. It has been.

E-1-2. Operation mode of the mobile accessory device 70:
Below, although the operation | movement aspect of the mobile accessory apparatus 70 is demonstrated, first, the operation | movement aspect of the 2nd mobile accessory 72 with respect to the 1st mobile accessory 71 is demonstrated, Then, operation | movement of the whole mobile accessory apparatus 70 is demonstrated. An aspect is demonstrated.

  FIG. 18 is an explanatory diagram showing an operation mode of the second mobile combination 72 with respect to the first mobile combination 71. In FIG. 18, on the left side, there is shown an explanatory diagram in which the illustration of the second mobile accessory 72 is omitted (only the rack portion 72b of the second mobile accessory 72 is shown). FIG. 4 is an explanatory diagram illustrating the second moving accessory 72. In the following, “open arrow” indicates the moving direction of the game component.

  As shown in FIG. 18, a midway part 78 c of the upper arm 78 is pivotally supported by the first moving accessory 71. Therefore, the upper arm 78 is rotatable with respect to the first moving accessory 71 around the pivotally supported midway portion 78c. As a result, the elongated holes 78a and the pinion portions respectively formed at both ends. 78b can be moved up and down alternately.

  Therefore, as shown on the left side of FIG. 18A, when the elongated hole 78a side of the upper arm 78 is rotated downward (open arrow [1]), the pinion portion 78b side is rotated upward. In this case, the rack portion 72b provided in the second moving combination 72 is moved upward with respect to the first moving combination 71 by the pinion portion 78b that meshes (white arrow [2]). Accordingly, the second moving combination 72 provided with the rack portion 72b is also moved upward with respect to the first moving combination 71 (open arrow [3]). As a result, the upper part of the first mobile combination 71 becomes invisible from the player side (the upper part of the first mobile combination 71 is not exposed from the second mobile combination 72).

  On the other hand, as shown on the left side of FIG. 18B, when the elongated hole 78a side of the upper arm 78 is rotated upward (open arrow [4]), the pinion portion 78b is rotated downward. To do. In this case, the rack portion 72b provided in the second moving combination 72 is moved downward with respect to the first moving combination 71 by the pinion portion 78b that meshes (white arrow [5]). Accordingly, the second moving combination 72 provided with the rack portion 72b is also moved downward with respect to the first moving combination 71 (open arrow [6]). As a result, the upper part of the first moving combination 71 is visible from the player side (the upper part of the first moving combination 71 is exposed from the second moving combination 72).

  As described above, in the mobile accessory device 70, when the elongated hole 78a side of the upper arm 78 is rotated downward (open arrow [1]), the second mobile accessory 72 is moved upward. (Open arrow [3]), the upper portion of the first moving accessory 71 becomes invisible from the player side. On the other hand, when the elongated hole 78a side of the upper arm 78 is rotated upward (white arrow [4]), the second moving accessory 72 is moved downward (white arrow [6]). The upper part of the first moving accessory 71 is in a state visible from the player side.

  Next, based on the operation mode of the second mobile combination 72 as described above, the operation mode of the mobile combination device 70 will be described. 19-21 is explanatory drawing which shows the operation | movement aspect of the mobile accessory apparatus 70. FIG. Especially, in FIGS. 19-21, (a) figure is explanatory drawing which looked at the mobile accessory apparatus 70 from the front, (b) figure is explanatory drawing which looked at the mobile accessory apparatus 70 from back. In addition, in the (a) figure, on the left side, there is shown an explanatory diagram in which the illustration of the second mobile accessory 72 is omitted (only the rack portion 72b of the second mobile accessory 72 is shown), On the right side, an explanatory diagram illustrating the second moving accessory 72 is shown. In addition, in FIGS. 19 to 21, illustrations of configurations that are not directly related to the movement of the first moving combination 71 and the second moving combination 72 are omitted. In the following, the “solid line arrow” indicates the direction in which the game component is urged by the rear arm 79 (torsion spring 79a).

  When the mobile accessory device 70 is not driven, as shown in FIG. 19, the middle arm 77 is in a position lowered by the lower arm 76, and the upper arm 78 and the first mobile accessory 71 (second movement The accessory 72) is in a position pulled down by the middle arm 77. Further, since the protrusion 71d of the auxiliary member 71a of the first moving accessory 71 is inserted into the elongated hole 79b of the rear arm 79, the rear arm 79 is moved by the first moving accessory 71 (auxiliary member 71a). In the lowered position. Since the positions where these gaming parts are pulled down are the initial positions before the mobile accessory device 70 is driven, these positions are also expressed as “initial positions” of the respective gaming parts.

  As described above, in the state where the above-described gaming component is in the “initial position”, the rear arm 79 is moved in the “first direction” (solid arrow <1>) which is a direction in which the rear arm 79 is rotated obliquely upward. It is energized (see FIG. 19B). Further, since the protrusion 71d of the auxiliary member 71a fixed to the first moving accessory 71 is inserted into the elongated hole 79b of the rear arm 79, the first moving accessory 71 is also in the “first direction” (solid line). The arrow <2>) is energized. Further, since the protruding portion 77a protruding rearward of the middle arm 77 is inserted into the elongated hole 71b of the first moving accessory 71, the middle arm 77 is also attached to the “first direction” (solid arrow <3>). It is energized.

  Here, as described above, the first moving accessory 71 and the middle arm 77 are biased in the “first direction” (solid arrow <2>, solid arrow <3>) in the “initial position”. The biasing force does not move from the “initial position” to the “first direction”. This is due to the following reason. That is, since the shaft support portion 77 c of the middle arm 77 is pivotally supported by the lower arm 76, it can move only in the rotation direction of the lower arm 76. For this reason, when the middle arm 77 is in the “initial position”, the shaft support 77c is only in the “second direction” (the white arrow [7]) in which the lower arm 76 rotates obliquely downward. It cannot be moved (see FIG. 19A). The “second direction” includes a direction component (broken line arrow [7a]) in the direction opposite to the “first direction” in which the shaft support 77c (the middle arm 77) is urged. In other words, when the “second direction” is decomposed, the direction component (broken arrow [7a]) in the direction opposite to the “first direction” is extracted. Therefore, when the shaft support 77c (the middle arm 77) is in the “initial position”, even if it is biased in the “first direction”, it must move at least in the direction opposite to the “first direction”. The shaft support 77c (the middle arm 77) cannot move in the “first direction”. As a result, when the middle arm 77 is in the “initial position”, even if the middle arm 77 is biased in the “first direction” by the rear arm 79, the middle arm 77 and the first moving accessory 71 are brought to the “initial position”. It becomes possible to stop.

  In the accessory-linked reach production of the present embodiment, an “ascending operation” for moving (raising) the first moving accessory 71 and the second moving accessory 72 away from the “initial position”, and the first moving accessory A “lowering operation” for moving (lowering) 71 and the second moving accessory 72 in a direction to return to the “initial position” is appropriately performed. Hereinafter, such “upward movement” and “downward movement” will be described.

<Climbing movement in the role-linked reach production>
When performing the “lifting operation”, as described above, each gaming component (the lower arm 76, the middle arm 77, the upper arm 78, the first moving combination 71, the second moving combination 72, the rear arm 79) is moved to the “initial stage”. In the state of “position”, the accessory motor 70m is driven. When the accessory motor 70m is driven, the driving force is transmitted to the arm gear 76a via the motor gear 70a and the relay gear 75. Then, the lower arm 76 rotates obliquely downward, and accordingly, the shaft support portion 77c of the middle arm 77 also moves obliquely downward (open arrow [7]) (see FIG. 19A).

  Eventually, as shown in FIG. 20, when the shaft support portion 77c moves to a position where it can move in the “third direction” (white arrow [8]), the first moving accessory 71 is applied with the urging force of the rear arm 79. Thus, it moves upward along the sliding groove 74a. In this case, the middle arm 77 also moves upward following the upward movement of the first moving accessory 71. That is, the “third direction” includes the direction component in the same direction as the “first direction”, which is the direction in which the shaft support portion 77c (the middle arm 77) is urged (including the direction component in the opposite direction). Not in). In other words, when the “third direction” is decomposed, the direction component (broken arrow [8a]) in the same direction as the “first direction” is extracted (the direction component in the opposite direction is not extracted). Therefore, when the shaft support 77c moves to a position where it can move in the “third direction” (white arrow [8]), the first moving accessory 71 and the middle arm 77 are moved upward by the urging force of the rear arm 79. Start moving. As described above, the first moving accessory 71 and the middle arm 77 of the rear arm 79 are moved by moving the shaft support 77c from the “initial position” to the position where it can move in the “third direction” by the accessory motor 70m. It can be moved upward by the urging force. That is, it is possible to cancel the state in which the first moving combination 71 is stopped at the “initial position”.

  The force (driving force) that the accessory motor 70m moves the middle arm 77 upward is smaller than the force (biasing force) that the rear arm 79 moves the middle arm 77 upward. As a result, the first moving accessory 71 and the middle arm 77 move upward not by the driving force of the accessory motor 70m but by the urging force of the rear arm 79. Further, in this case, the lower arm 76 rotates upward following the upward movement of the middle arm 77.

  In this way, the first moving accessory 71 and the middle arm 77 move upward (rise), and the protruding portion (not shown) of the first moving accessory 71 contacts the upper end of the sliding groove 74 a of the base member 74. When in contact, the upward movement (rise) of the first moving accessory 71 stops in the state shown in FIG. In other words, in this state, the projecting portion (not shown) of the first moving agent 71 is pressed against the upper end of the sliding groove 74a of the base member 74 by the urging force of the rear arm 79, so that the first moving agent 71 is a state maintained at the position of the upward movement destination (so-called appearance position). However, even after this state (the state in which the upward movement of the first movable accessory 71 is stopped), the accessory motor 70m is continuously driven, so that the lower arm 76 is further moved upward by the driving force. To turn.

  As described above, when the lower arm 76 is further rotated upward in a state where the upward movement of the first moving accessory 71 is stopped, the middle arm 77 moves upward with respect to the first moving accessory 71, and as a result. As shown in FIG. 22, the protruding portion 77a protruding rearward of the middle arm 77 moves upward in the elongated hole 71b of the first moving accessory 71 (open arrow [9]). In this case, the protruding portion 77 b protruding forward of the middle arm 77 (the protruding portion 77 b inserted into the elongated hole 78 a of the upper arm 78) also moves upward with respect to the first moving accessory 71. The side of the long hole 78a rotates upward about the midway part 78c.

  Thus, when the long hole 78a side of the upper arm 78 is rotated upward, it operates in the manner described above with reference to FIG. That is, as described above with reference to FIG. 18B, when the elongated hole 78a side of the upper arm 78 is rotated upward (open arrow [4]), the pinion portion 78b side is rotated downward. In this case, the rack portion 72b provided on the second moving combination 72 is moved downward with respect to the first moving combination 71 by the pinion portion 78b that meshes (white arrow [5]). . Accordingly, the second moving combination 72 provided with the rack portion 72b is also moved downward with respect to the first moving combination 71 (open arrow [6]). As a result, the upper part of the first moving combination 71 is visible from the player side (the upper part of the first moving combination 71 is exposed from the second moving combination 72).

  As described above, in the “ascending operation”, first, the first moving combination 71 is moved from the “initial position” to the “first moving combination” while maintaining the position of the second moving combination 72 with respect to the first moving combination 71. The protrusion 71 (not shown) of the object 71 is moved to “a position where the upper end of the sliding groove 74a of the base member 74 abuts”. This movement is also referred to as “first stage movement” in this embodiment.

  Then, after the “first stage movement”, the position of the second moving combination 72 with respect to the first moving combination 71 is changed from “the position where the upper portion of the first moving combination 71 is not visible from the player side”. The upper part of the first moving accessory 71 is moved to “a position where it can be visually recognized from the player side”. This movement is also referred to as “second stage movement” in this embodiment.

  Thus, in the “ascending operation”, the “first stage movement” moves while maintaining the positional relationship between the first moving combination 71 and the second moving combination 72, and the “second stage movement” "Can produce an effect of changing the positional relationship. In other words, the first moving combination 71 and the second moving combination 72 that are moved in an overlapped state in the “first stage movement”, and the degree of the overlap in the “second stage movement”. An effect to make it smaller can be performed. As a result, it is possible to make the player feel unexpected and to enhance the gaming interest.

  The direction in which the second moving combination 72 moves with respect to the first moving combination 71 in the “second stage movement” (obliquely upward) is the first movement in the “first stage movement”. This is the direction opposite to the direction in which the accessory 71 and the second moving accessory 72 move (obliquely downward). As a result, when moving from “first stage movement” to “second stage movement”, the movement direction of the player's line of sight may be changed in reverse (change from bottom to top to top to bottom). It can also make the player feel unexpected.

  In the “ascending operation”, both “first stage movement” and “second stage movement” can be realized by driving one drive source (the accessory motor 70m). As a result, the weight of the mobile accessory device 70 can be reduced, and the productivity of the mobile accessory device 70 can be increased.

  Further, in this embodiment, while the driving of the accessory motor 70m is continued during the “rising operation”, the accessory for the second moving accessory 72 is being performed while the “first stage movement” is being performed. By blocking the transmission of the driving force of the motor 70m, the “second stage movement” is prevented from being performed. That is, while the “movement of the first stage” is being performed, the first moving accessory 71 is biased upward by the rear arm 79, so that the protruding portion 77 a protruding rearward of the middle arm 77 is It will be in the state contact | abutted to the long hole 71c lower end part of the 1st movement accessory 71. FIG. For this reason, while the “first stage movement” is being performed, the protruding portion 77 b protruding forward of the middle arm 77 is in a state where the elongated hole 78 a side of the upper arm 78 is pulled down. Therefore, while the “first stage movement” is being performed, even if the accessory motor 70m is driven, the upper arm 78 does not rotate (the driving force is not transmitted to the pinion portion 78b). As a result, the driving force is not transmitted to the second moving accessory 72 as well. As a result, while the “first stage movement” is being performed, the “second stage movement” is prevented from being performed (the position of the second moving combination 72 relative to the first moving combination 71 is determined). Maintain).

  Then, the “second stage movement” is performed by transmitting the driving force of the accessory motor 70 m to the second moving accessory 72. That is, when the “movement of the first stage” is completed (when the protruding portion (not shown) of the first moving agent 71 contacts the upper end of the sliding groove 74a of the base member 74), the first moving agent Since 71 cannot move further upward, the projecting portion 77a protruding rearward of the middle arm 77 moves upward in the elongated hole 71c of the first moving accessory 71 by the driving force of the accessory motor 70m. To go. For this reason, the protruding portion 77b protruding forward of the middle arm 77 also moves upward, and pushes up the elongated hole 78a side of the upper arm 78. As a result, the upper arm 78 rotates (driving force is transmitted to the pinion part 78b), and consequently, the driving force is also transmitted to the second moving accessory 72. As a result, the “second stage movement” is performed.

  As described above, in the present embodiment, while the driving of the accessory motor 70m is continued during the “rising operation”, the second moving accessory 72 is performed while the “first stage movement” is being performed. By blocking the transmission of the driving force of the accessory motor 70m to the “second stage movement”, the “second stage movement” is prevented. Then, the “second stage movement” is performed by transmitting the driving force of the accessory motor 70 m to the second moving accessory 72. In this way, the accessory motor 70m is simply driven continuously, in other words, without requiring complex control of the accessory motor 70m, the "first stage movement" and the "second stage" Move ".

<Descent action in the production-linked reach production>
In performing the “down operation”, the accessory motor 70m is driven in the opposite direction to that in the “up operation”. As a result, the state shown in FIG. 22 is first changed to the state shown in FIG. That is, the lower arm 76 rotates downward, and the middle arm 77 also moves downward following the rotation of the lower arm 76. However, even if the middle arm 77 moves downward, the first moving accessory 71 is biased upward by the rear arm 79, so it does not move downward and protrudes behind the middle arm 77. The protrusion 77 a moves downward in the long hole 71 b of the first moving accessory 71. In this case, the protrusion 77b protruding forward of the middle arm 77 (the protrusion 77b inserted into the elongated hole 78a of the upper arm 78) also moves downward with respect to the first moving accessory 71. The elongated hole 78a side rotates downward about the midway part 78c.

  Thus, when the long hole 78a side of the upper arm 78 is rotated downward, it operate | moves in the aspect mentioned above using Fig.18 (a). That is, as described above with reference to FIG. 18A, when the elongated hole 78a side of the upper arm 78 is rotated downward (open arrow [1]), the pinion portion 78b side is rotated upward. In this case, the rack portion 72b provided in the second moving combination 72 is moved upward with respect to the first moving combination 71 by the pinion portion 78b that meshes (white arrow [2]). . Accordingly, the second moving combination 72 provided with the rack portion 72b is also moved upward with respect to the first moving combination 71 (open arrow [3]). As a result, the upper part of the first mobile combination 71 becomes invisible from the player side (the upper part of the first mobile combination 71 is not exposed from the second mobile combination 72). In this case, the protruding portion 77 a protruding rearward of the middle arm 77 is in a state of being in contact with the lower end portion of the long hole 71 b of the first moving accessory 71.

  Even after this state is reached, the accessory motor 70m is continuously driven, so that the first moving accessory 71 urged upward by the rear arm 79 is pulled down against the urging force. Further, the middle arm 77 and the lower arm 76 move downward (initial position side). In this case, the first moving accessory 71 moves downward (initial position side) along the sliding groove 74 a of the base member 74 while being urged upward by the rear arm 79.

  As described above, the first moving combination 71 moves downward (initial position side) while being biased upward, so that during this movement, the middle arm 77 is formed at the lower end of the long hole 71b of the first moving combination 71. The protruding portion 77a remains in contact. That is, during this movement, the upper part of the first moving combination 71 remains invisible from the player side (the upper part of the first moving combination 71 is not exposed from the second moving combination 72). It becomes.

  Eventually, when the middle arm 77, the lower arm 76, and the first moving accessory 71 move to the “initial position”, the driving of the accessory motor 70m is stopped and the “lowering operation” is ended.

  As described above, in the “downward movement”, first, the position of the second mobile combination 72 with respect to the first mobile combination 71 is changed from “the position where the upper part of the first mobile combination 71 is visible from the player side”. The upper part of the first moving accessory 71 is moved from the player side to a position where it cannot be visually recognized. This movement is also referred to as “third stage movement” in this embodiment.

  After the “third stage movement”, while maintaining the position of the second moving combination 72 relative to the first moving combination 71, the first moving combination 71 is moved to the “projection portion of the first moving combination 71. (Not shown) is moved from “a position where the upper end of the sliding groove 74a of the base member 74 abuts” to “an initial position (first position in the present invention)”. This movement is also referred to as “fourth stage movement” in this embodiment.

  The first mobile combination 71 and the second mobile combination 72 correspond to the “mobile combination” in the present invention. Therefore, the CPU 221 of the sub-control board 220 that moves (operates) the first mobile combination 71 and the second mobile combination 72 corresponds to “moving combination operating means” in the present invention.

E-2. Aspects related to the feature-linked reach:
In the accessory-linked reach production, the above-described “ascending operation (first stage movement, second stage movement)” and “downward movement (third stage movement, fourth stage movement) are applied to the moving accessory device 70. At least a part of the movement). That is, the CPU 221 of the sub-control board 220, when a symbol variation game (variable display of special symbols) based on the variation pattern corresponding to the accessory linked reach effect is started (the variation pattern corresponding to the accessory linked reach effect is displayed). When a change pattern specifying command to be specified is received), a reach effect corresponding to the change pattern is performed on the display screen of the effect display device 41. In addition, the moving accessory device 70 is operated in a manner corresponding to the fluctuation pattern (the accessory motor 70m is driven). Below, the specific example of the accessory linked reach production in a present Example is demonstrated.

  23 to 27 show an example of an accessory-linked reach effect in the present embodiment. In FIGS. 23 to 27, white arrows indicate the moving directions of the first moving combination 71 and the second moving combination 72 and the moving direction of the displayed image.

  When the symbol variation game based on the variation pattern corresponding to the accessory linked reach production is started, first, as shown in FIG. 23A, the left identification symbol 41a and the right identification symbol 41c are stopped and displayed with the same symbol. In this state, a reach effect is displayed in which the middle identifying symbol 41b is variably displayed. In the example shown in FIG. 23 (a), a reach effect is performed in which the left identification symbol 41a and the right identification symbol 41c are displayed in a stopped state with a design in which the number "4" is designed, and the middle identification symbol 41b is variably displayed. It has been broken. It should be noted that the symbols that are stopped and displayed as the left identification symbol 41a and the right identification symbol 41c during the reach production in this way (in other words, the symbols constituting the reach production, in this case, the design of the number “4”) are displayed. In the following, it is also expressed as a reach symbol.

  When a predetermined time (for example, 5 seconds) has elapsed after the start of the reach effect as described above, as shown in FIG. 23B, the left identification symbol 41a and the right identification symbol 41c are reduced with the same symbol. To the upper area of the display screen (hereinafter also referred to as “unmodified symbol area A”). Further, the display of the medium identification symbol 41b is once ended (erased). In the example shown in FIG. 23 (b), the reach symbol “4” displayed as the left identification symbol 41a is moved to the upper left corner region (unmodified symbol region A) of the display screen, and is displayed as the right identification symbol 41c. The reach symbol “4” is moved to the upper right corner area (unmodified symbol area A) of the display screen. The left identification symbol 41a and the right identification symbol 41c may be displayed in the upper area of the display screen from the beginning of the reach effect. That is, the display described above with reference to FIG. 23B may be performed without performing the display described with reference to FIG.

  When the left identification symbol 41a and the right identification symbol 41c are thus moved to the upper area (unchanged symbol area A) of the display screen, as shown in FIG. 24 (a), the left identification symbol 41a (reach symbol “4”) The right identification symbol 41c (reach symbol “4”) is enlarged. Further, at this time, the “moving action” is performed on the mobile accessory device 70 so that the first mobile accessory 71 and the second mobile accessory 72 are visible from the player side.

  Here, the mobile accessory device 70 is directed to the first mobile accessory 71 and the second mobile accessory toward the upper area (unmodified symbol area A) of the display screen on which the left identification symbol 41a and the right identification symbol 41c are displayed. The object 72 is provided to move (lift operation). In the example shown in FIG. 24A, the mobile accessory device 70 provided on the left side has an area (an unmodified symbol area A) in the upper right corner of the display screen on which the right identification symbol 41c (reach symbol “4”) is displayed. ) (White arrow [11]), the first moving combination 71 and the second moving combination 72 are provided to move (upward movement), and in the opposite direction (outline arrow [11]. ] Is provided so that the first moving combination 71 and the second moving combination 72 move (downward movement). In addition, the mobile accessory device 70 provided on the right side is directed toward the area (unmodified symbol area A) in the upper left corner of the display screen on which the left identification symbol 41a (reach symbol “4”) is displayed (open arrow). [12]) The first moving combination 71 and the second moving combination 72 are provided so as to move (upward movement), and in the reverse direction (the reverse direction of the white arrow [12]) The first moving combination 71 and the second moving combination 72 are provided so as to move (downward movement).

  Therefore, when the mobile agent device 70 performs the “rising operation” when enlarging the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c (reach symbol “4”), FIG. As shown, the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the left side are directed toward the right identification symbol 41c (reach symbol “4”, unmodified symbol region A). The first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the right side move (left arrow [11]), the left identification symbol 41a (reach symbol “4”, unchanged) It moves toward the symbol area A) (open arrow [12]).

  When the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c (reach symbol “4”) are expanded and the “moving action” is performed by the mobile accessory device 70 as shown in FIG. As described above, the first left moving symbol 71 and the second right moving symbol that are moved toward the enlarged left identifying symbol 41a (reach symbol “4”) and right identifying symbol 41c (reach symbol “4”), respectively. It moves so that it may approach 72. That is, the right identification symbol 41c (reach symbol “4”) is moved so as to approach the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side (open arrow) [13]), the left identification symbol 41a (reach symbol “4”) is moved closer to the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the right side ( Open arrow [14]). Further, while the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c (reach symbol “4”) are moving in this way, the first effect image 81 is on the movement path of these symbols. Is displayed. As the first effect image 81, for example, an image of lightning that moves toward the first moving combination 71 and the second moving combination 72 on the moving path is displayed.

  Furthermore, while the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c (reach symbol “4”) are moving as described above, the “moving action” and “lowering movement” are performed on the mobile accessory device 70. Are repeated alternately and in small increments. That is, as shown in FIG. 24B, the first moving combination 71 and the second moving combination 72 of the left moving combination apparatus 70 are brought closer to the right identification pattern 41c (reach pattern “4”). It is repeatedly moved in the direction (approaching direction) and in the far direction (separating direction) (open arrow [15]). In addition, the first moving combination 71 and the second moving combination 72 of the right moving combination apparatus 70 are moved closer to the left identification pattern 41a (reach pattern “4”) (the approach direction) and away from the left (the separation direction). Direction) (open arrow [16]). In addition, the operation | movement which repeatedly moves the 1st moving combination 71 and the 2nd moving combination 72 in this way is also called "vibration operation" below.

  Then, as shown in FIG. 25A, the first moving combination 71 and the second movement corresponding to the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c (reach symbol “4”), respectively. When moved to an area in the vicinity of the accessory 72 (hereinafter also referred to as “unchanged pattern area B”), as shown in FIG. 25B, the left identification symbol 41a (reach symbol “4”) and the right identification symbol 41c. (Reach pattern “4”), the first effect image 81 is deleted. At this time, the “moving operation” of the mobile accessory device 70 is stopped, so that the mobile accessory device 70 is not driven.

  And when predetermined time (for example, 0.5 second) passes, as shown to Fig.26 (a), the 1st moving accessory 71 and 2nd which correspond to the left identification symbol 41a and the right identification symbol 41c, respectively. It is displayed in an area in the vicinity of the moving accessory 72 (hereinafter also referred to as “changed symbol area A”). In addition, the “moving operation” is restarted by the mobile accessory device 70 (open arrows [15] and [16]). Here, in the example shown in FIG. 26 (a), the left identification symbol 41a and the right identification symbol 41c are changed from the reach symbol “4” to the reach symbol “7” (the symbol “7” is designed). ing. The effect of changing the reach design in this way will be described later.

  In this way, the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) corresponding to the first moving combination 71 and the second moving combination 72 in the vicinity (changed symbol). When displayed in the area A), as shown in FIG. 26B, these symbols are moved away from the corresponding first moving combination 71 and second moving combination 72. That is, the right identification symbol 41c (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side (open arrow) [17]), the left identifying symbol 41a (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the right side ( Open arrow [18]). Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the second effect image 82 is on the movement path of these symbols. Is displayed. As the second effect image 82, an image different from the first effect image 81 is displayed. For example, the second effect image 82 moves in a direction away from the first moving combination 71 and the second moving combination 72 on the moving path. A flame image is displayed. Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving as described above, the moving accessory device 70 is caused to perform “vibration operation”.

  Then, as shown in FIG. 26 (b), the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are displayed in the upper area (hereinafter referred to as “changed symbol area B”). ”), The left identification symbol 41a (reach symbol“ 7 ”) and the right identification symbol 41c (reach symbol“ 7 ”) are changed to the left identification symbol 41a (reach symbol“ 4 ”) and the right before the change. It is displayed larger than the identification symbol 41c (reach symbol “4”).

  When a predetermined time (for example, 2 seconds) elapses, the display of the second effect image 82 is ended (erased) and the “vibrating operation” of the mobile accessory device 70 is stopped. Further, by causing the mobile accessory device 70 to perform a “lowering operation”, the first mobile accessory 71 and the second mobile accessory 72 are made invisible from the player side. As shown in FIG. 27, the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are displayed in the area at the start of the reach effect, and the middle identification symbol 41b is changed. Display. After that, when the predetermined fluctuation time, that is, the fluctuation time corresponding to the fluctuation pattern of the currently selected accessory-linked reach effect, has elapsed, the middle identifying symbol 41b is stopped and displayed with the symbol "7" as a design. Thus, the identification symbols 41a, 41b, 41c are stopped and displayed with a double eye. Alternatively, the identification symbols 41a, 41b, and 41c are stopped and displayed in a broken pattern by causing the middle identification symbol 41b to be stopped and displayed with a symbol other than the symbol in which the numeral “7” is designed.

  As described above, in the pachinko machine 1 according to the present embodiment, the left identification symbol 41a and the right identification symbol 41b that are stopped and displayed with the same symbol during execution of the accessory-linked reach production (the “reach mode” in the present invention). Is changed from reach design “4” (“first mode” in the present invention) to reach design “7” (“second mode” in the present invention) (effect to change reach design, “change” in the present invention Production "). Here, as described above, in the pachinko machine 1 according to the present embodiment, when the big hit game is performed, the identification symbols 41a, 41b, 41c are stopped and displayed with a doublet, and the electric support state is set after the big hit game is finished. (When a big hit game advantageous to the player is performed), the identification symbols 41a, 41b, and 41c are stopped and displayed with a “design with odd numbers (first symbol)”, and after the big hit game is finished When the non-electric support state is set (when a big hit game unfavorable to the player is performed), the identification symbols 41a, 41b, and 41c are stopped and displayed with the “designed even number (second symbol)”. Let For this reason, if the effect which changes a reach design is performed, the kind of jackpot game which may be performed may be changed. For example, as in the above-mentioned reach-linked reach production, the reach design is “designed with even numbers (here, reach design“ 4 ”)” to “design with odd numbers (reach design here)” If the stage is changed to “7”), the type of jackpot game that may be played is also a big hit that is advantageous to the player from a big hit game that is disadvantageous to the player (a big hit game in which a non-electric support state is set). It will be changed to a game (a big hit game in which the electric support state is set). For this reason, when the effect of changing the reach symbol is performed, it is possible to make the player expect to change to a reach symbol that may lead to a more advantageous jackpot game, and it is possible to enhance the gaming entertainment Become.

  However, if the player is not aware of such an effect that changes the reach symbol, there is a possibility that the game interest cannot be enhanced even if the effect is performed. In this regard, in the pachinko machine 1 according to the present embodiment, the mobile accessory device 70 is operated from the start of the reach effect until the end of the effect of changing the reach symbol, so that the player can produce an effect of changing the reach symbol. It is possible to increase the interest of the game.

  Further, in the pachinko machine 1 of the present embodiment, before the effect of changing the reach symbol is performed, the left identification symbol 41a and the right identification symbol 41c are displayed in the unmodified symbol area A (see FIG. 23B, in the present invention). It is moved from the “first area”) to the unmodified symbol area B (see FIG. 25A, “second area” in the present invention) closer to the first moving combination 71 and the second moving combination 72. Further, while this movement is being performed, the moving accessory device 70 is caused to perform “vibration operation”. That is, after the left identifying symbol 41a and the right identifying symbol 41c approach the moving accessory device 70 (the first moving accessory 71 and the second moving accessory 72) performing the “vibrating operation”, these left identifying symbols The effect of changing 41a and the right identification symbol 41c (the effect of changing the reach symbol) will be performed. For this reason, it is possible to make the player feel that the movement of the left identification symbol 41a and the right identification symbol 41c (reach symbol) and the “vibration operation” of the mobile accessory device 70 are linked, and consequently reach model. The player can feel that the effect of changing the game and the “vibration operation” of the mobile accessory device 70 are linked to each other, and it is possible to enhance the gaming interest.

  Further, in the pachinko machine 1 of the present embodiment, the left identification symbol 41a and the right identification symbol 41c are changed from the unchanged symbol region A (see FIG. 23A, “first region” in the present invention) to the unchanged symbol region B ( After moving to the “second region” in the present invention (see FIG. 25 (a)), the effect of changing the reach symbol is performed, and the unmodified symbol region A (see FIG. 23 (b), “the second region” in the present invention). Left identification symbol displayed in the unmodified symbol region B (see FIG. 25A, “second region” in the present invention) rather than the left identification symbol 41a and the right identification symbol 41c initially displayed in the “one region”) The symbol 41a and the right identification symbol 41c are displayed larger. That is, the left identification symbol 41a and the right identification symbol 41c are displayed larger when the time until the effect of changing the reach symbol is performed (immediately before the effect). For this reason, it is possible to make it easier for the player to recognize that the effect of changing the reach symbol will be performed soon, and it is possible to enhance the gaming interest.

  Further, in the pachinko machine 1 according to the present embodiment, after the display of the left identification symbol 41a and the right identification symbol 41c with the reach symbol “4” is finished, the left identification symbol 41a and the right identification symbol 41c with the reach symbol “7” are displayed. When the effect to be displayed is performed, when the display of the left identification symbol 41a and the right identification symbol 41c in the reach symbol “4” is terminated, the “vibration operation” of the mobile accessory device 70 is stopped. For this reason, it can be made to feel that the end of the display and the stop of the “vibration operation” of the mobile accessory device 70 are linked. Further, the player can recognize the timing immediately before the left identification symbol 41a and the right identification symbol 41c are displayed (the reach symbol is changed) with the reach symbol “7”. As a result, it is possible to enhance the gaming interest.

  Further, in the pachinko machine 1 according to the present embodiment, the display of the left identification symbol 41a and the right identification symbol 41c in the reach symbol “4” is finished as described above, and the “vibration operation” of the mobile accessory device 70 is stopped. Thereafter, the left identification symbol 41a and the right identification symbol 41c are displayed with the reach symbol “7”, and the “vibration operation” of the moving accessory device 70 is resumed. Therefore, it is possible to make the player feel that the display and the “vibration operation” of the mobile accessory device 70 are linked. Further, it is possible to make the player recognize the timing at which the left identification symbol 41a and the right identification symbol 41c are displayed (change the reach symbol) in the reach symbol “7”. As a result, it is possible to enhance the gaming interest.

  Further, in the pachinko machine 1 of the present embodiment, the left identifying symbol 41a and the right identifying symbol 41c are displayed with the reach symbol “7” as described above, and the “vibrating operation” of the moving accessory device 70 is resumed. The left identification symbol 41a and the right identification symbol 41c are moved from the changed symbol region A (see FIG. 26A) to the changed symbol region B (see FIG. 26B). And while this movement is being performed, the “vibration operation” of the mobile accessory device 70 is continued. For this reason, it is possible to make the player feel that the movement of the left identification symbol 41a and the right identification symbol 41c (reach symbol) and the “vibration operation” of the mobile accessory device 70 are linked, and consequently reach model. The player can feel that the effect of changing the game and the “vibration operation” of the mobile accessory device 70 are linked to each other, and it is possible to enhance the gaming interest.

  Further, in the pachinko machine 1 of the present embodiment, the left identification symbol 41a and the right identification symbol 41c (reach symbol) after being changed are changed from the left identification symbol 41a and the right identification symbol 41c (reach symbol) before being changed. Display large. As a result, the left identification symbol 41a and the right identification symbol 41c (reach symbol) after being changed, that is, the result of the effect of changing the reach symbol can be noticed by the player, and it is possible to enhance the gaming interest. Become.

  In the pachinko machine 1 according to the present embodiment, the first is directed toward the unmodified symbol area B (see FIG. 25A), that is, toward the left identification symbol 41a and the right identification symbol 41c (reach symbol) immediately before being changed. The moving combination 71 and the second moving combination 72 are movable. For this reason, it is possible to make the player pay attention to the left identification symbol 41a and the right identification symbol 41c (reach symbol) immediately before the change, and thus to make the player pay attention to the change effect, and to enhance the gaming interest. Is possible.

  Further, in the pachinko machine 1 of the present embodiment, the first is directed to the changed symbol area A (see FIG. 26A), that is, the left identification symbol 41a and the right identification symbol 41c (reach symbol) after being changed. The moving combination 71 and the second moving combination 72 are movable. For this reason, the left identification symbol 41a and the right identification symbol 41c (reach symbol) after being changed, that is, the result of the effect of changing the reach symbol can be noticed by the player, and it is possible to enhance the gaming interest. Become.

  In the above-described embodiment, the effect of changing the reach symbol “4” to the reach symbol “7” has been described. Naturally, it is possible to execute an effect in which one or both of these reach symbols is another reach symbol. It is good also as being.

  Further, in the above-described embodiment, the description has been given of the effect of changing the “design of even numbers” to “design of odd numbers”, but of course, “design of even numbers”. ”Is changed to“ design with even numbers designed ”,“ design with odd numbers designed ”is changed to“ design with even numbers designed ”,“ odd numbers are designed ” It is possible that all or part of the effect of changing the “design” to “design with odd numbers as a design” can be executed.

  Further, in the above-described embodiment, the effect of changing from the reach symbol to the reach symbol has been described, but the effect of changing the reach symbol to a symbol different from the reach symbol (that is, the left identification symbol 41a and the right identification symbol 41c are mutually exchanged). It may be possible to execute an effect of stopping and displaying with different symbols.

  In the above-described embodiment, the first effect image 81 and the second effect image 82 are different images. However, the first effect image 81 and the second effect image 82 are the same image. It is good as well. Moreover, it is good also as not displaying both or one of these images.

  Further, in the above-described embodiment, while the left identification symbol 41a and the right identification symbol 41c are moving, the moving accessory device 70 performs the “vibration operation”, but various types of operations are performed. It is also possible to make it. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in some periods among the periods when the left identification symbol 41a and the right identification symbol 41c are moving.

F. Modified example:
In the above-described embodiment, after the reach effect as described above with reference to FIG. 23A is started, the type of reach symbol is changed in accordance with the operation of the mobile accessory device 70 (reach symbol [4]). Is changed to reach design [7]. However, the present invention is not limited to this, and the reach symbol may be selected in accordance with the operation of the mobile accessory device 70 before the reach effect is started. For example, it is good also as a structure like the following modifications 1-3.

F-1. Modification 1
In the first modification, first, the left identification symbol 41a and the right identification symbol 41c are stopped and displayed with different symbols, and the middle identification symbol 41b is variably displayed. For example, first, the left identification symbol 41a is stopped and displayed with a design of the numeral "6", and the right identification symbol 41c is stopped and displayed with a symbol of "7". And as shown to Fig.28 (a), these symbols are moved so that it may approach the 1st moving combination 71 and the 2nd moving combination 72 corresponding to each. That is, the right identification symbol 41c (symbol “7”) is moved so as to be closer to the first mobile accessory 71 and the second mobile accessory 72 of the mobile accessory device 70 provided on the left side (the white arrow [ 13]), the left identification symbol 41a (symbol “6”) is moved closer to the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the right side (white) Arrow [14]). Further, while the left identification symbol 41a (symbol “6”) and the right identification symbol 41c (symbol “7”) are moving in this way, the first effect image 81 is displayed on the movement path of these symbols. To do.

  Furthermore, while the left identification symbol 41a (symbol “6”) and the right identification symbol (symbol “7”) are moving in this way, the moving accessory device 70 performs “vibration operation” (white arrow). [15], [16]).

  The left identification symbol 41a (symbol “6”) and the right identification symbol 41c (symbol “7”) are respectively associated with the first moving combination 71 and the second moving combination 72 in the vicinity of the region (not shown in the example). After moving to the same area as the changed symbol area B), the left identifying symbol 41a (symbol “6”), the right identifying symbol 41c (symbol “7”), and the first effect image 81 are erased. At this time, the “moving operation” of the mobile accessory device 70 is stopped, so that the mobile accessory device 70 is not driven (similar to the embodiment described above with reference to FIG. 25B). .

  Then, when a predetermined time (for example, 0.5 seconds) elapses, an area in the vicinity of the first moving combination 71 and the second moving combination 72 corresponding to the left identification symbol 41a and the right identification symbol 41c (implementation) In the changed symbol area A in the example). At this time, in the first modification, the left identification symbol 41a and the right identification symbol 41c are displayed with the same symbol. That is, the reach effect is started by displaying the reach symbol (here, the reach symbol [7]). Further, at this time, the “moving operation” is restarted by the mobile accessory device 70.

  Thus, when the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are displayed in the areas near the first moving combination 71 and the second moving combination 72, respectively. As shown in FIG. 28 (b), these symbols are moved away from the corresponding first moving combination 71 and second moving combination 72. That is, the right identification symbol 41c (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side (open arrow) [17]), the left identifying symbol 41a (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the right side ( Open arrow [18]). Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the second effect image 82 is on the movement path of these symbols. Is displayed. Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving as described above, the moving accessory device 70 is caused to perform “vibration operation”. Thereafter, the same effects as in the embodiment described above with reference to FIG. 27 are performed.

  As described above, in the first modification, even if the left identification symbol 41a and the right identification symbol 41c are not reach designs, the effect of changing the left identification symbol 41a and the right identification symbol 41c is performed, and the above-described effect is accompanied with the effect. The mobile accessory device 70 as described above is operated. As a result, the player can pay attention to the effect, and the player feels that the effect of changing the left identification symbol 41a and the right identification symbol 41c and the operation of the mobile accessory device 70 are linked. Can be made. As a result, it is possible to enhance the gaming interest.

  In the first modification described above, the effect of changing to the reach symbol “7” has been described. Needless to say, it is also possible to execute an effect with another reach symbol.

  Further, in the above-described modification 1, the effect of changing to the reach symbol has been described, but the effect of changing to the symbol different from the reach symbol (that is, the left identification symbol 41a and the right identification symbol 41c are stopped and displayed in different symbols) It is good also as being executable.

  In the first modification described above, while the left identification symbol 41a and the right identification symbol 41c are moving, the moving accessory device 70 performs the “vibration operation”. It may be done. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in some periods among the periods when the left identification symbol 41a and the right identification symbol 41c are moving.

F-2. Modification 2
Next, Modification 2 will be described. The mobile accessory device 70 according to the second modification is provided so that the moving directions of the first mobile accessory 71 and the second mobile accessory 72 can be changed. For example, the moving direction can be changed between a vertical direction as shown in FIG. 29A and an oblique direction as shown in FIG. 29B (the same direction as in the embodiment).

  Then, when the symbol variation game based on the variation pattern corresponding to the accessory-linked reach production is started, first, a symbol that is a candidate for the reach symbol (hereinafter also referred to as “candidate symbol”) is displayed on the display screen of the effect display device 41. Display multiple items above. At this time, the candidate symbols are displayed one by one in the moving direction of the first moving combination 71 and the second moving combination 72. For example, in the example shown in FIG. 29 (a), as a candidate symbol, the symbol “4” is designed as a design (candidate symbol “4”), and the symbol “6” is designed as a symbol (candidate symbol “6”). ), A design (candidate design “7”) in which the number “7” is designed. Among these, the candidate symbol “4” is displayed in the moving direction (vertically upward) of the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side, and the candidate symbol “4” is displayed. "7" is displayed in the moving direction (vertically upward) of the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the right side.

  Subsequently, the candidate symbols displayed in the moving direction of the first moving combination 71 and the second moving combination 72 are moved so as to approach the first moving combination 71 and the second moving combination 72. That is, the candidate symbol “4” is moved so as to approach the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the left side (open arrow [21]). The symbol “7” is moved so as to be closer to the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the right side (open arrow [22]). Further, while the candidate symbols are moving as described above, the third effect image 83 is displayed on the movement path of these symbols. As the third effect image 83, an image similar to the first effect image 81 (see FIG. 24B) in the embodiment is displayed.

  Furthermore, while the candidate symbol “4” and the candidate symbol “7” are moving as described above, the moving accessory device 70 is caused to perform “vibration operation” (open arrows [23], [24]).

  Then, when the candidate symbol “4” and the candidate symbol “7” are moved to the areas near the first moving agent 71 and the second moving agent 72 corresponding to the candidate symbol “4” and the candidate symbol “7”, respectively. The third effect image 83 is erased. At this time, the “moving operation” of the mobile accessory device 70 is stopped, so that the mobile accessory device 70 is not driven.

  Then, when a predetermined time (for example, 0.5 seconds) elapses, the moving direction of the first moving combination 71 and the second moving combination 72 is changed (changed from the vertical direction to the oblique direction) and left The identification symbol 41a and the right identification symbol 41c are displayed in the area near the first moving combination 71 and the second moving combination 72 corresponding to each. At this time, in the second modification, the left identification symbol 41a and the right identification symbol 41c are displayed as either the candidate symbol “4” or the candidate symbol “7” (moved candidate symbol) with the same symbol. To do. That is, the reach effect is started by displaying the reach symbol (here, the reach symbol [7]). Further, at this time, the “moving operation” is restarted by the mobile accessory device 70.

  Thus, when the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are displayed in the areas near the first moving combination 71 and the second moving combination 72, respectively. As shown in FIG. 29 (b), these symbols are moved away from the corresponding first moving combination 71 and second moving combination 72. That is, the right identification symbol 41c (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side (open arrow) [17]), the left identifying symbol 41a (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the right side ( Open arrow [18]). Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the second effect image 82 is on the movement path of these symbols. Is displayed. Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the moving accessory device 70 performs “vibration operation” ( White arrows [15] and [16]). Thereafter, the same effects as in the embodiment described above with reference to FIG. 27 are performed.

  As described above, in Modification 2, the effect of selecting the symbol to be stopped and displayed as the left identification symbol 41a and the symbol to be stopped and displayed as the right identification symbol 41c from the candidate symbols (in this case, the effect of selecting the reach symbol) is performed. At the same time, the operation of the mobile accessory device 70 as described above is performed in accordance with the production. As a result, it is possible to make the player pay attention to the effect, and to make the player feel that the effect and the operation of the mobile accessory device 70 are linked. As a result, it is possible to enhance the gaming interest.

  In the second modification described above, the effect of displaying the reach symbol “7” as the left identification symbol 41a and the right identification symbol 41c has been described, but naturally, the effect of displaying another reach symbol can be executed. It is good.

  Further, in the above-described modification 2, the effect of displaying the reach symbol as the left identification symbol 41a and the right identification symbol 41c has been described, but the effect of displaying a symbol different from the reach symbol (that is, the left identification symbol 41a and the right identification symbol) It may be possible to execute an effect of stopping and displaying the symbols 41c with symbols different from each other.

  In the second modification described above, while the candidate symbol is moving, the moving accessory device 70 performs the “vibration operation”. However, various types of operations may be performed. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in a one part period among the periods when a candidate symbol is moving.

  Further, in the above-described modification 2, while the left identification symbol 41a and the right identification symbol 41c are moving, the moving accessory device 70 performs the “vibration operation”. It may be done. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in some periods among the periods when the left identification symbol 41a and the right identification symbol 41c are moving.

F-3. Modification 3
Next, Modification 3 will be described. The mobile accessory device 70 according to Modification 3 is provided so that the moving directions of the first mobile accessory 71 and the second mobile accessory 72 can be changed. In addition, the mobile accessory device 70 itself is provided so as to be movable in the left-right direction. Therefore, the first mobile accessory 71 and the second mobile accessory 72 are also naturally movable in the left-right direction.

  When the symbol variation game based on the variation pattern corresponding to the accessory-linked reach effect is started, first, a symbol that is a candidate for the reach symbol (candidate symbol) is displayed on the display screen of the effect display device 41. In the example shown in FIG. 30A, as a candidate symbol, one symbol (candidate symbol “4”) in which the number “4” is designed and one symbol (candidate symbol “6” in which the number “6” is designed) are designed. ")" And two symbols (candidate symbols "7") in which the numeral "7" is designed.

  When the candidate symbols are displayed in this way, the left and right mobile accessory devices 70 (the first mobile accessory 71 and the second mobile accessory 72) are moved in the left-right direction (open arrows [25], [26]). Then, the left and right mobile accessory devices 70 are stopped below any of the candidate symbols. In the example shown in FIG. 30A, the left mobile accessory device 70 is stopped below the left candidate symbol “7”, and the right mobile accessory device 70 is stopped below the right candidate symbol “7”. Has been.

  Subsequently, the candidate symbols displayed above the first mobile combination 71 and the second mobile combination 72 are moved so as to approach the first mobile combination 71 and the second mobile combination 72. That is, the candidate symbol “7” on the left side is moved so as to approach the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the left side (open arrow [27]). The candidate symbol “7” on the right side is moved so as to be closer to the first moving combination 71 and the second moving combination 72 of the moving combination apparatus 70 provided on the right side (open arrow [28]). In addition, while the candidate symbols are moving in this way, the fourth effect image 84 is displayed on the movement path of these symbols. As the fourth effect image 84, an image similar to the first effect image 81 (see FIG. 24B) in the embodiment is displayed.

  Further, while the left and right candidate symbols “7” are moving as described above, the moving accessory device 70 is caused to perform “vibration operation” (open arrows [29], [30]).

  When the left and right candidate symbols “7” are moved to the areas near the corresponding first moving agent 71 and second moving agent 72, the left and right candidate symbols “7” and the fourth effect image 84 are displayed. Erase. At this time, the “moving operation” of the mobile accessory device 70 is stopped, so that the mobile accessory device 70 is not driven.

  Then, when a predetermined time (for example, 0.5 seconds) elapses, the moving direction of the first moving combination 71 and the second moving combination 72 is changed (changed from the vertical direction to the oblique direction) and left The identification symbol 41a and the right identification symbol 41c are displayed in the area near the first moving combination 71 and the second moving combination 72 corresponding to each. At this time, in the third modification, the left identification symbol 41a and the right identification symbol 41c are displayed as the candidate symbol “7” (moved candidate symbol). That is, the reach effect is started by displaying the reach symbol (here, the reach symbol [7]). Further, at this time, the “moving operation” is restarted by the mobile accessory device 70.

  Thus, when the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are displayed in the areas near the first moving combination 71 and the second moving combination 72, respectively. As shown in FIG. 31, these symbols are moved away from the corresponding first moving combination 71 and second moving combination 72. That is, the left identification symbol 41a (reach symbol “7”) is moved away from the first moving accessory 71 and the second moving accessory 72 of the moving accessory device 70 provided on the left side (open arrow) [31]), the right identification symbol 41c (reach symbol “7”) is moved away from the first mobile accessory 71 and the second mobile accessory 72 of the mobile accessory device 70 provided on the right side ( Open arrow [32]). In addition, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the fifth effect image 85 is on the movement path of these symbols. Is displayed. As the fifth effect image 85, an image similar to the second effect image 82 (see FIG. 26B) in the embodiment is displayed. Further, while the left identification symbol 41a (reach symbol “7”) and the right identification symbol 41c (reach symbol “7”) are moving in this way, the moving accessory device 70 performs “vibration operation” ( Open arrows [33] and [34]). Thereafter, the same effects as in the embodiment described above with reference to FIG. 27 are performed.

  As described above, in Modification 3, the effect of selecting the symbol to be stopped and displayed as the left identification symbol 41a and the symbol to be stopped and displayed as the right identification symbol 41c from the candidate symbols (in this case, the effect of selecting the reach symbol) is performed. At the same time, the operation of the mobile accessory device 70 as described above is performed in accordance with the production. As a result, it is possible to make the player pay attention to the effect, and to make the player feel that the effect and the operation of the mobile accessory device 70 are linked. As a result, it is possible to enhance the gaming interest.

  In the third modification described above, the effect of displaying the reach symbol “7” as the left identification symbol 41a and the right identification symbol 41c has been described, but naturally, the effect of displaying another reach symbol can be executed. It is good.

  Further, in the above-described modification 3, the effect of displaying the reach symbol as the left identification symbol 41a and the right identification symbol 41c has been described, but the effect of displaying a symbol different from the reach symbol (that is, the left identification symbol 41a and the right identifier) It may be possible to execute an effect of stopping and displaying the symbols 41c with symbols different from each other.

  Further, in the above-described third modification, while the candidate symbol is moving, the moving accessory device 70 performs the “vibrating operation”. However, various types of operations may be performed. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in a one part period among the periods when a candidate symbol is moving.

  Further, in the above-described modification 3, while the left identification symbol 41a and the right identification symbol 41c are moving, the moving accessory device 70 performs the “vibration operation”. It may be done. Moreover, it is good also as making the movement accessory apparatus 70 perform operation | movement in some periods among the periods when the left identification symbol 41a and the right identification symbol 41c are moving.

  As mentioned above, although the Example of this invention was described, this invention is not limited to this, Unless it deviates from the range described in each claim, it is not limited to the description word of each claim, and those skilled in the art Improvements based on the knowledge that a person skilled in the art normally has can be added as appropriate to the extent that they can be easily replaced.

  For example, in the above-described embodiment, a configuration that can execute a one-type big hit game and a two-type big hit game is possible. However, only one of these may be executed.

  Further, in the above-described embodiment, the electric support state is ended when a predetermined number of symbol variation games are performed, but the electric support state may be continued until the next big hit game is performed.

  In the above-described embodiment, the game state can be set to a low probability state with a low probability of being determined as “big hit” in the special figure determination and a high probability state with the probability higher than the low probability state. It is good also as being.

  Further, in the above-described embodiment, the present invention is applied to the pachinko machine 1 that gives the player a profit (game value) as a result of the game by paying out the game balls supplied from the island equipment of the game hall. An example was explained. However, the present invention is not limited to this, and the present invention can also be applied to a gaming machine of a type that provides gaming profits in a form different from “payout of gaming balls”. For example, game profits (games) are stored by storing data indicating the amount of profit (the magnitude of the game value) corresponding to the entrance of a game ball at various entrances. The present invention can also be applied to a pachinko machine of a type in which a value is given to a player. In this case as well, the same effects as in the above-described embodiment can be obtained. As a pachinko machine of the type in which game profit (game value) is converted into data and given to the player, a game machine that circulates and uses a plurality of game balls built in the pachinko machine, specifically, An example is a pachinko machine (so-called encapsulated game machine) configured to return the game ball discharged to the back of the game board through various entrances or outs to the launch position and launch it again.

  The present invention can be used for a gaming machine used in a game hall.

  DESCRIPTION OF SYMBOLS 1 ... Pachinko machine (game machine), 24 ... 1st starting opening, 25 ... 2nd starting opening, 28 ... Large winning opening (variable entering opening), 27 ... Normal symbol operation gate, 35 ... Small winning opening, 38 ... Specific mouth (specific area), 41 ... production display device, 41a, 41b, 41c ... identification symbol (identification information), 50 ... segment display unit, 70 ... moving accessory device, 71 ... first moving accessory (moving accessory) , 72... 2nd moving object (moving object), 200... Main control board, 201... CPU, 203... RAM, 220 ... sub-control board, 221 ... CPU (identification information display means, moving action operating means) 223 ... RAM.

In order to solve at least a part of the problems described above, the gaming machine of the present invention employs the following configuration. That is,
In a gaming machine for executing a specific game in which a variable entrance is in a state in which entry is possible, based on the fact that the identification information display means for variably displaying a plurality of pieces of identification information is displayed in a specific manner.
A movable accessory provided so as to be movable;
Mobile agent operating means for operating the mobile agent;
With
The identification information display means includes
While the other identification information excluding the one identification information among the plurality of identification information is stopped and displayed in a reach mode that can be the specific mode, a reach effect can be executed to display the one identification information in a variable manner. ,
During the execution of the reach effect, after the other identification information is moved from the first area to the second area closer to the moving accessory than the first area, the reach mode of the other identification information is changed to the first. It is possible to execute a change effect that changes from a mode to a second mode different from the first mode,
The moving agent operating means is
When the other identification symbol is moved from the first area to the second area, the moving accessory is operated .

Further, in the above-described embodiment, the present invention is applied to the pachinko machine 1 that gives the player a profit (game value) as a result of the game by paying out the game balls supplied from the island equipment of the game hall. An example was explained. However, the present invention is not limited to this, and the present invention can also be applied to a gaming machine of a type that provides gaming profits in a form different from “payout of gaming balls”. For example, game profits (games) are stored by storing data indicating the amount of profit (the magnitude of the game value) corresponding to the entrance of a game ball at various entrances. The present invention can also be applied to a pachinko machine of a type in which a value is given to a player. In this case as well, the same effects as in the above-described embodiment can be obtained. As a pachinko machine of the type in which game profit (game value) is converted into data and given to the player, a game machine that circulates and uses a plurality of game balls built in the pachinko machine, specifically, An example is a pachinko machine (so-called encapsulated game machine) configured to return the game ball discharged to the back of the game board through various entrances or outs to the launch position and launch it again.
Moreover, the pachinko machine of the Example or modification mentioned above can also be grasped | ascertained as the following gaming machines. That is,
<Example 1>
In a gaming machine for executing a specific game in which a variable entrance is in a state in which entry is possible, based on the fact that the identification information display means for variably displaying a plurality of pieces of identification information is displayed in a specific manner.
A movable accessory provided so as to be movable;
Mobile agent operating means for operating the mobile agent;
With
The identification information display means includes
While the other identification information excluding the one identification information among the plurality of identification information is stopped and displayed in a reach mode that can be the specific mode, a reach effect can be executed to display the one identification information in a variable manner. ,
During the execution of the reach effect, it is possible to execute a change effect that changes the reach mode of the other identification information from the first mode to a second mode different from the first mode,
The moving agent operating means is
The mobile accessory is operated during at least a part of the period from the start of the reach effect to the end of the change effect.
It is characterized by that.
In such a gaming machine, during the execution of the reach effect, it is possible to execute a change effect that changes the reach mode of other identification information that is already stopped and displayed from the first mode to the second mode. Here, the reach mode may suggest information related to a specific game. For example, it may indicate information related to the type of a specific game, information related to the possibility that a specific game will be performed (a possibility that a plurality of pieces of identification information are displayed in a specific manner), and the like. For this reason, when the change effect which changes a reach aspect is performed, the information which this reach aspect suggests will also be changed, and a game entertainment interest can be raised. However, if the player is not aware of this change effect, there is a possibility that the game entertainment cannot be enhanced even if the change effect is performed. In this regard, in the present invention, since the moving accessory is operated in at least a part of the period from the start of the reach effect to the end of the change effect, the player can be noted for the change effect, It is possible to enhance the entertainment interest.
<Example 2>
Also, with these gaming machines,
The identification information display means includes
The change effect is executed after the other identification information of the first aspect is moved from the first area to the second area closer to the moving accessory than the first area,
The moving agent operating means is
When the other identification symbol is moved from the first area to the second area, the moving accessory is operated.
It is good as well.
In such a gaming machine, before the change effect is performed, the other identification information of the reach mode (first mode) is moved to the second area close to the moving accessory. In addition, a moving accessory is operated during this movement. In other words, the change effect is performed after the other identification information of the reach mode approaches the moving mobile object. For this reason, it is possible to make the player feel that the movement of other identification information is linked to the moving character, and consequently, the player feels that the change effect and the moving character are linked. This makes it possible to enhance the game entertainment interest.
<Example 3>
Also, with these gaming machines,
The other identification information is displayed larger when displayed in the second area than when displayed in the first area.
It is good as well.
Such a gaming machine performs a change effect after other identification information is moved from the first area to the second area, and is displayed in the first area when the other identification information is displayed in the second area. Display larger than the display. That is, the shorter the time until the change effect is performed (for example, immediately before the change effect), the other identification information is displayed larger. For this reason, it is possible to make it easier for the player to recognize that the change effect will be performed soon, and it is possible to enhance the gaming interest.
<Example 4>
Also, with these gaming machines,
The identification information display means includes
As the change effect, an effect of displaying the other identification information of the second aspect after the display of the other identification information of the first aspect is performed,
The moving agent operating means is
When the display of the other identification information of the first aspect is terminated during the execution of the change effect, the operation of the moving accessory is stopped.
It is good as well.
Such a gaming machine performs a change effect in which the other identification information of the second mode is displayed after the display of the other identification information of the first mode is completed, When the display is finished, the movement of the moving accessory is stopped. For this reason, it can be made to feel that the end of the display and the moving combination are interlocked. Further, it is possible to make the player recognize the timing immediately before the display of other identification information in the second mode (change of the reach mode) is performed. As a result, it is possible to enhance the gaming interest.
<Example 5>
Also, with these gaming machines,
The moving agent operating means is
During the execution of the change effect, when the other identification information of the second aspect is displayed, the moving accessory is operated.
It is good as well.
In such a gaming machine, as described above, after the display of the other identification information of the first mode is terminated and the operation of the mobile combination is stopped, the other identification information of the second mode is displayed and the mobile combination is displayed. To work. For this reason, it can be made to feel as if the display and the moving combination are interlocked. Further, it is possible to make the player recognize the timing at which the display of other identification information in the second mode (change of the reach mode) is performed. As a result, it is possible to enhance the gaming interest.
<Example 6>
Also, with these gaming machines,
The moving accessory is provided to be movable toward the second region.
It is good as well.
The second area is an area in which other identification information immediately before the reach mode is changed, and in such a gaming machine, the moving accessory can move toward the second area. For this reason, the player can be focused on other identification information immediately before the reach mode is changed, and as a result, the player can be focused on the change effect, and the gaming interest can be enhanced.

Claims (6)

  1. In a gaming machine for executing a specific game in which a variable entrance is in a state in which entry is possible, based on the fact that the identification information display means for variably displaying a plurality of pieces of identification information is displayed in a specific manner.
    A movable accessory provided so as to be movable;
    Mobile agent operating means for operating the mobile agent;
    With
    The identification information display means includes
    While the other identification information excluding the one identification information among the plurality of identification information is stopped and displayed in a reach mode that can be the specific mode, a reach effect can be executed to display the one identification information in a variable manner. ,
    During the execution of the reach effect, it is possible to execute a change effect that changes the reach mode of the other identification information from the first mode to a second mode different from the first mode,
    The moving agent operating means is
    The gaming machine is characterized in that the mobile accessory is operated in at least a part of a period from the start of the reach effect to the end of the change effect.
  2. In the gaming machine according to claim 1,
    The identification information display means includes
    The change effect is executed after the other identification information of the first aspect is moved from the first area to the second area closer to the moving accessory than the first area,
    The moving agent operating means is
    The gaming machine is characterized in that when the other identification symbol is moved from the first area to the second area, the moving accessory is operated.
  3. In the gaming machine according to claim 1 or 2,
    The other identification information is displayed larger when displayed in the second area than when displayed in the first area.
  4. In the gaming machine according to any one of claims 1 to 3,
    The identification information display means includes
    As the change effect, an effect of displaying the other identification information of the second aspect after the display of the other identification information of the first aspect is performed,
    The moving agent operating means is
    When the display of the other identification information of the first mode is terminated during the execution of the change effect, the game machine is characterized by stopping the operation of the mobile accessory.
  5. In the gaming machine according to claim 4,
    The moving agent operating means is
    During the execution of the change effect, the moving combination is operated when the other identification information of the second aspect is displayed.
  6. In the gaming machine according to any one of claims 1 to 5,
    The gaming machine is characterized in that the moving combination is provided so as to be movable toward the second area.
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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004041438A (en) * 2002-07-11 2004-02-12 Sankyo Kk Game machine
JP2013000278A (en) * 2011-06-15 2013-01-07 Heiwa Corp Game machine

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004041438A (en) * 2002-07-11 2004-02-12 Sankyo Kk Game machine
JP2013000278A (en) * 2011-06-15 2013-01-07 Heiwa Corp Game machine

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