JP2018019853A - Game machine - Google Patents

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Publication number
JP2018019853A
JP2018019853A JP2016152350A JP2016152350A JP2018019853A JP 2018019853 A JP2018019853 A JP 2018019853A JP 2016152350 A JP2016152350 A JP 2016152350A JP 2016152350 A JP2016152350 A JP 2016152350A JP 2018019853 A JP2018019853 A JP 2018019853A
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Japan
Prior art keywords
effect
display
mode
special
game
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JP2016152350A
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Japanese (ja)
Inventor
崇 宮嵜
Takashi Miyazaki
崇 宮嵜
年弘 新美
Toshihiro Niimi
年弘 新美
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京楽産業.株式会社
Kyoraku Sangyo Co Ltd
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Priority to JP2016152350A priority Critical patent/JP2018019853A/en
Publication of JP2018019853A publication Critical patent/JP2018019853A/en
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Abstract

PROBLEM TO BE SOLVED: To enhance fun of a game.SOLUTION: A game machine includes: main control means for controlling progress of a game; and an indicator 2408 that is connected to the main control means and displays one of a special pattern, a holding storage number for a lottery corresponding to the special pattern, the number of rounds of a jackpot game, a normal pattern, and a holding storage number for a lottery corresponding to the normal pattern, by an LED in accordance with a signal from the main control means. The indicator 2408 includes a display board having a plurality of LEDs surface-mounted thereon, and a cover member for covering a front of a display board having the plurality of LEDs mounted thereon.SELECTED DRAWING: Figure 124

Description

  The present invention relates to a gaming machine including display means using LEDs.

  2. Description of the Related Art Conventionally, a ball game machine having a special symbol display provided with a plurality of LEDs is known. Also, in such a ball game machine, whether or not a big hit has occurred from the display contents of the special symbol display by making the lighting pattern of the LED of the special symbol indicator corresponding to each type of big hit irregular It has also been proposed to make it difficult to distinguish (see, for example, Patent Document 1).

JP 2013-99682 A

  However, conventionally, in the special symbol display, the LED is attached to the substrate by through-hole mounting in which a terminal is inserted into a hole formed in the substrate and soldered. For this reason, it is possible to remove the LED from the board and attach it again to the board, and the interest of the game may be impaired by becoming a target of fraud.

  The present invention has been made to solve the above-described problems, and aims to improve the interest of games.

  The present invention employs the following configuration in order to solve the above problems. Note that the reference numerals in parentheses and supplementary explanations in this column show the correspondence with the embodiments described later in order to help understanding of the present invention, and do not limit the present invention at all. .

[Application Example 1]
The gaming machine of the present invention is connected to the main control means (2500) for controlling the progress of the game and the main control means (2500), and according to the signal from the main control means (2500), a special symbol, special Display means (2408) for displaying any one of the number of reserved memory for the lottery corresponding to the symbol, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by the LED (4045, 4945) (2408) 2420), wherein the display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4405, 4945) are surface-mounted, and the plurality of the display means (2408, 2420). Cover members (4202, 510) covering the front surface of the display substrate (4200, 5100, 5800) on which the LEDs (4045, 4945) are mounted. , 5710), and the cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) forward and backward and is formed corresponding to the LED (4045, 4945). A window (4206, 5106, 5740) is partitioned, and the state of the LED (4405, 4945) corresponding to the window (4206, 5106, 5740) is configured to be distinguishable for each window (4206, 5106, 5740). The cover is provided by a covering member (4800) having a window defining part (4212, 5112) and attached to a game board (2310) of the gaming machine (2301) and filling a front and rear region on the front side of the game board (2310). Covers the front side of the members (4202, 5102, 5710) and the front of the cover member (4202, 5102, 5710) Of the plurality of LEDs (4045, 4945) by an identification means (5120) having a first identification part (5122) provided on the cover member and a second identification part (5124) provided on the covering member (4800). The display means (2408, 2420) is configured to distinguish the light emission mode individually or as a combination of the light emission modes of the two or more LEDs (4045, 4945), and the display means (2408, 2420) is the display substrate (4200, 5100, 5800). Is difficult to remove from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover member (4202, 5102, 5710) are difficult to reassemble, or the display means (2408). 2420) when the cover member (4202, 5102, 5710) and the display are disassembled. The gist is that the substrate (4200, 5100, 5800) is configured to leave a trace of removal.

[Application Example 2]
The gaming machine according to the present invention includes a main control means (2500) for controlling the progress of a game, a special symbol acquired from the main control means (2500), the number of reserved memories for a lottery corresponding to the special symbol, and a round of jackpot game The production control means (2520) for producing an effect based on the information relating to any of the number, the normal symbol, and the number of reserved memories for the lottery corresponding to the normal symbol, and the production control means (2520), the production control A gaming machine comprising display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) in response to signals from the means (2520), wherein the display means (2408, 2420) comprises a plurality of A display substrate (4200, 5100, 5800) on which the LEDs (4045, 4945) are surface-mounted, and the plurality of LEDs (4045, 4405). 945) and a cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800) mounted thereon, the cover member (4202, 5102, 5710) 4202, 5102, 5710) and the windows (4206, 5106, 5740) formed corresponding to the LEDs (4405, 4945), and corresponding to the windows (4206, 5106, 5740). It has a window defining part (4212, 5112) configured to distinguish the state of the LED (4045, 4945) for each of the windows (4206, 5106, 5740), and a gaming board (2310) of the gaming machine (2301) ) And a covering member (4800) that fills the front and rear regions on the front side of the game board (2310), A first identification part (5122) provided on the front surface of the cover member (4202, 5102, 5710) and a second part provided on the covering member (4800) covers the front side of the cover member (4202, 5102, 5710). The light emission mode of the plurality of LEDs (4045, 4945) can be identified individually or as a combination of the light emission modes of two or more LEDs (4045, 4945) by the identification means (5120) having the identification unit (5124). In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), and the display substrate (4200, 5100, 5800). ) And the cover member (4202, 5102, 5710) are difficult to reassemble, or When the display means (2408, 2420) is disassembled, any one of the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) is configured to leave a trace of removal. The gist.

  According to the present invention, it is possible to improve the interest of games.

It is a front view of a gaming machine. It is a fragmentary perspective view of a gaming machine. It is a block diagram of a control means. (A-1) is a diagram representing a jackpot determination table for the first special symbol, (a-2) is a diagram representing a jackpot determination table for the second special symbol, and (b) is a diagram representing a reach determination table. . (A) is a figure showing the special symbol determination table for jackpot winning, (b) is a figure showing the special symbol determination table for losers. (A) is a figure showing a big hit game control table, (b) is a figure showing a long winning game big prize opening / closing control table, and (c) is a figure showing a short winning game big prize opening / closing control table. (A) is a figure showing a game condition data determination table, (b) is a figure showing a game condition determination table. It is a figure showing the special figure fluctuation pattern determination table in a non-time-short game state. It is a figure showing the special figure fluctuation pattern determination table in a time-short game state. (A) is a diagram showing a normal symbol hit determination table, (b) is a diagram showing a normal symbol determination table, (c) is a diagram showing a general variation pattern determination table, (d) is an auxiliary game reference data determination The figure showing a table, (e) is a figure showing an auxiliary | assistant game control table, (f) is a figure showing a 2nd starting port opening / closing control table. (A) is a diagram showing the configuration of the special symbol reserve storage area of the main RAM, (b) is a diagram showing the configuration of each storage unit of the special symbol reserve storage area, (c) is the normal symbol reserve storage area of the main RAM The figure showing a structure is a figure showing the structure of each memory | storage part of a normal symbol holding | maintenance storage area. It is a flowchart which shows the main process in a main control board. It is a flowchart which shows the timer interruption process in a main control board. It is a flowchart which shows the input control process in a main control board. It is a flowchart which shows the 1st starting port detection signal input process in a main control board. It is a flowchart which shows the 2nd start port detection signal input process in a main control board. It is a flowchart which shows the winning gate detection signal input process in a main control board. It is a flowchart which shows the special figure special electric power control process in a main control board. It is a flowchart which shows the special symbol memory | storage determination processing in a main control board. It is a flowchart which shows the jackpot determination process in a main control board. It is a flowchart which shows the special symbol determination process in a main control board. It is a flowchart which shows the special figure fluctuation pattern determination process in a main control board. It is a flowchart which shows the special symbol fluctuation | variation process in a main control board. It is a flowchart which shows the special symbol stop process in a main control board. It is a flowchart which shows the jackpot game process in a main control board. It is a flowchart which shows the jackpot game end process in a main control board. It is a flowchart which shows the common figure normal power control process in a main control board. It is a flowchart which shows the normal symbol memory | storage determination process in a main control board. It is a flowchart which shows the normal symbol fluctuation | variation process in a main control board. It is a flowchart which shows the normal symbol stop process in a main control board. It is a flowchart which shows the auxiliary | assistant game process in a main control board. It is a flowchart which shows the main process in an effect control board. It is a flowchart which shows the timer interruption process in an effect control board. It is a flowchart which shows to the middle of the command analysis process in an effect control board. FIG. 35 is a flowchart showing a continuation of the command analysis processing of FIG. 34. FIG. It is a flowchart which shows the pending | holding information update process in an effect control board. It is a flowchart which shows to the middle of the process at the time of a start opening prize in an effect control board. It is a flowchart which shows the continuation of the process at the time of a start opening prize of FIG. It is a flowchart which shows the icon display mode scenario determination process for the turning effect non-execution in an effect control board. It is a flowchart which shows the production mode setting process in a production control board. It is a flowchart which shows the effect symbol stop display pattern determination process in an effect control board. It is a flowchart which shows the prefetch zone effect start determination process in an effect control board. It is a flowchart which shows the change effect pattern determination process in an effect control board. It is a flowchart which shows the operation effect determination process in an effect control board. It is a flowchart which shows the icon change notice determination process in an effect control board. It is a flowchart which shows the prefetch zone effect end process in an effect control board. It is a flowchart which shows the effect input control process in an effect control board. It is a flowchart which shows the game information display control process in an effect control board. (A) is a figure showing the structure of the production | presentation information storage area | region of sub RAM102c, (b) is a figure showing the structure of each memory | storage part of an production | presentation information storage area. It is a figure showing an example of a prefetch zone production scenario judgment table. It is a figure showing an example of the last number determination table. It is a figure showing an example of a zone precursor effect scenario determination table. It is a figure showing an example of the icon display mode scenario determination table for prefetch zone production execution. It is a figure showing an example of a handshake meeting notice execution determination table. It is a figure showing an example of the icon final display mode determination table for handshake meeting notice. It is a figure showing an example of the dialog count determination table for handshake meeting notice. It is a figure showing an example of the icon display mode scenario determination TBL determination table for handshake meeting notice. It is a figure showing an example of the icon display mode scenario determination table for handshake meeting notice. It is a figure showing an example of the normal icon last display mode determination table. It is a figure showing an example of the icon display mode scenario determination table for normal use. It is a figure explaining the normal mode which is a display mode of an icon, the 1st special mode, and the 2nd special mode. It is a figure explaining the 3rd special modes 11-35 which are the display modes of an icon. It is a figure explaining the 3rd special modes 41-65 which are the display modes of an icon. It is a figure explaining the 4th special modes 11-24, 31, and 41 which are the display modes of an icon. It is a figure showing an example of a production mode determination table. (A) is a figure showing an example of the effect symbol stop display pattern determination table for effect mode A, (b) is a figure showing an example of the effect symbol stop display pattern determination table for zone turning effects. It is a figure showing an example of the variation production pattern determination table for production mode A (at the time of the zone precursor production and the prefetch zone production non-execution). (A) is a figure showing an example of the variation production pattern determination table for the production mode A (when the zone turning failure production 1 is executed), and (b) is the variation production pattern judgment table for the production mode A (zone production failure production 2). It is a figure showing an example at the time of execution. It is a figure showing an example of the variation production pattern determination table for production mode A (at the time of execution of a zone turning success production). It is a figure showing an example of the variation effect pattern determination table for effect mode A (during execution of prefetch zone effect). It is a figure showing an example of the variation production pattern determination table for production mode B. It is a figure showing an example of the variation production pattern determination table for production mode C. (A) is a figure showing an example of the operation effect determination table for effect mode A, (b) is a figure showing an example of the operation effect determination table for effect mode B, (c) is the operation effect for effect mode C It is a figure showing an example of the determination table. It is a figure showing an example of the operation effect scenario determination table for operation effect pattern A8 referred in effect mode A. FIG. It is a figure showing an example of the operation effect scenario determination table for the operation effect pattern B4 referred in effect mode B. FIG. It is a figure showing an example of the operation effect scenario determination table for the operation effect pattern C4 referred in effect mode C. FIG. It is a figure showing an example of a promotion image. It is a figure showing the example of a display of the image display apparatus in various game states. FIG. 38 shows a display example of a normal variation effect without simulation in effect mode A. It is a figure showing the example of a display of the pseudo change shortening production in production mode A. It is a figure showing the example of a display of the 1st SP reach fluctuation production in production mode A. FIG. 38 is a diagram illustrating a display example of a normal variation effect without simulation in effect mode B. (A) is a figure showing the example of a display of the gassing effect performed during normal reach, (b) is a figure showing the example of a display of the operation effect performed during normal reach. (A) is a figure showing the example of a display of the operation effect performed during SPSP reach, (b) is a figure showing the example of a display of the operation effect performed during SPSP reach. It is a figure showing the production flow of handshake meeting notice. It is a figure showing the production flow of a throwing kiss notice. (A-1) is a time chart for explaining the zone-flowing effect and the pre-reading zone effect production flow (when the zone-making effect is executed with a 4-second variation effect), and (a-2) is the zone turning effect and the look-ahead. A time chart for explaining the zone production effect flow (when the zone production effect is executed with a variation effect of 8 seconds), (b-1) is a display mode of the effect pattern in the zone production success production (4 seconds of variation production) (B-2) is a time chart for explaining an example of the display pattern of the effect pattern in zone failure failure production 1 (zone change failure production 1 is a variation effect of 4 seconds). (C-1) is the relationship between the stop of special symbols and the change in the display mode of the icon (4 seconds variation effect is the execution of the zone-successful success effect) (C-2) explains the relationship between the stop of the special symbol and the change in the display mode of the icon (when the zone turning failure effect 1 is executed with a variation effect of 4 seconds). It is a time chart for. It is a figure showing a mode before handshake meeting notice occurs. (A) is a figure showing a state in which the hold icon subject to the handshake meeting notice is displayed in the third special mode 11, and (b) is the hold icon displayed before the hold icon subject to the handshake meeting notice. (C) is a diagram showing the appearance of the handshake meeting venue related to the handshake meeting notice, (d) is a handshake character and escort relating to the handshake meeting notice. It is a figure showing a mode that the character appeared. It is a figure showing a mode that the hold icon used as the object of handshake meeting notice is waiting. It is a figure showing a mode that the hold icon used as the object of handshake meeting notice is waiting. It is a figure showing a mode that the handshake meeting notice is performed. It is a figure showing a mode that the handshake meeting notice is performed. (A) is a figure showing a state immediately before the handshake meeting notice ends, and (b) and (c) are figures showing a state after the handshake meeting notice is finished. It is a figure showing a mode that a hold icon changes from the normal mode to the 2nd special mode. (A) is a diagram showing the state before the throwing kiss notice is performed, (b) is a diagram showing the appearance of the character related to the throwing kiss notice, and (c) is the character relating to the throwing kiss notice targeting the heart. It is a figure showing a mode that it flew toward the icon. (A) is a diagram showing a state in which a heart hits an icon subject to a throwing kiss notice, and (b) is a state in which the display mode of the icon is changed by the throwing kiss notice and the change is being notified. FIG. 9C is a diagram illustrating a state after the throwing kiss notice ends. (A) is a diagram showing the state before the throwing kiss notice is performed, (b) is a diagram showing the appearance of the character related to the throwing kiss notice, and (c) is the character relating to the throwing kiss notice targeting the heart. It is a figure showing a mode that it flew toward the icon. (A) is a diagram showing a state in which a heart hits an icon subject to a throwing kiss notice, and (b) is a state in which the display mode of the icon is changed by the throwing kiss notice and the change is being notified. FIG. 9C is a diagram illustrating a state after the throwing kiss notice ends. (A) And (b) is a figure showing a state before the zone precursor effect is executed, and (c) and (d) are states in which the zone indicator effect is executed according to the third special mode 41 of the icon display mode. FIG. (A) And (b) is a figure showing a mode that the zone display effect by the display mode of an icon by the 3rd special mode 4 is performed, (c) is the 3rd special mode 5 and the 3rd special mode of the icon display mode It is a figure showing a mode that the zone precursor effect by the aspect 2 (prefetch zone effect indication aspect) is performed. (A) is a figure showing a state in which the pre-reading symbols constituting the zone turning effect are temporarily stopped while the zone display effect is executed in accordance with the third special mode 2 (pre-read zone effect suggesting mode). In (b), the zone indication effect is executed according to the third special aspect 2 (pre-read zone effect suggestion mode) of the icon display mode, and the pre-read symbol and the zone symbol constituting the zone turn effect are temporarily stopped. A diagram showing the state, (c) is a pre-sign symbol, zone symbol, and rush that make up the zone-striking effect while the zone sign effect is executed in the third special mode 2 (pre-read zone effect suggestion mode). It is a figure showing a mode that the design is temporarily stopped. (A) The zone display effect is executed in the third special mode 2 (pre-read zone effect suggestion mode), and the pre-read symbol, zone symbol, and inrush symbol constituting the zone turn effect are stopped. FIGS. 5B and 5C show the state in which the icon is displayed in the third special mode 3 (the pre-read zone notification effect mode) and the pre-reading zone indicates that the zone is in the pre-read zone. It is a figure showing a mode that the zone background image is displayed. It is a figure showing a mode that the pre-reading zone background image which shows that it is a prefetching zone is displayed while the zone alerting | reporting effect by the 3rd special mode 3 (prefetching zone effect alerting | reporting aspect) is performed as the display mode of an icon. . (A) is a figure showing a state in which a zone notification effect is displayed in the third special mode 3 (prefetch zone effect notification mode), and (b) is a jackpot winning notification in the icon display mode. It is a figure showing a mode that it is. It is a figure which shows an example of the production mode determination table of 2nd Embodiment. It is a figure which shows the example of a display for every production mode in a normal game state. It is a figure which shows the example of a display for every production mode in a specific game state. It is a figure which shows the example of a display of the change production in production mode A1. It is a figure which shows the example of a display in case production | presentation mode changes during a normal game state. FIG. 111 is a diagram showing a display example continued from FIG. 110. It is a figure which shows the example of a display of the change effect in a normal game state. It is a figure which shows the example of a display following FIG. It is a figure which shows the example of a display following FIG. It is a figure which shows the example of a display in shifting to a specific game state. It is a figure which shows the example of a display of the change effect in a specific game state. FIG. 117 is a diagram showing a display example continued from FIG. 116. FIG. 117 is a diagram showing a display example continued from FIG. 116. It is a figure which shows the example of a display when production | presentation modes change during a specific game state. It is a figure which shows the example of a display of the last variation | change effect in a specific game state. FIG. 121 is a diagram showing a display example continued from FIG. 120. FIG. 121 is a diagram showing a display example continued from FIG. 120. It is a schematic front view which shows the pachinko game machine of embodiment i. It is a front view of the game board of the pachinko gaming machine of embodiment i. It is a block diagram which shows schematic structure of the pachinko game machine of Embodiment i. It is a flowchart which shows the timer interruption process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the switch process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the 1st start port switch process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the 2nd start port switch process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the gate switch process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the special symbol process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the big hit determination process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the fluctuation pattern selection process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the process during a stop performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the normal symbol process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the electric tulip process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the special winning opening opening control process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the game state setting process performed by main CPU of the main control board of embodiment A. It is a flowchart which shows the status notification process performed by main CPU of the main control board of embodiment A. It is a front view of the indicator of embodiment a. It is a rear view of the display of Embodiment A. It is the schematic which shows the cross section of the indicator of Embodiment A. It is the schematic which shows a cross section in the state which decomposed | disassembled the display of Embodiment A. It is a schematic perspective view which decomposes | disassembles and shows the indicator of Embodiment A. It is a front view of the substrate for display of embodiment A. It is a rear view of the display substrate of Embodiment A. It is a rear view of the cover member of Embodiment a. It is explanatory drawing which shows the circuit of the display of Embodiment A. It is explanatory drawing which shows the indicator of embodiment b. It is explanatory drawing which shows the relationship between the coating | coated member of embodiment b, and an identification means. It is explanatory drawing which shows the example of a game state display. It is a front view of the indicator of embodiment b. It is a rear view of the display of embodiment b. It is the schematic which shows the cross section of the indicator of embodiment B. It is the schematic which shows a cross section in the state which decomposed | disassembled the display of embodiment b. It is a schematic perspective view which decomposes | disassembles and shows the indicator of embodiment b. It is a front view of the display substrate of embodiment b. It is a rear view of the cover member of embodiment b. It is explanatory drawing which shows the circuit of the indicator of embodiment B. It is explanatory drawing which shows the circuit of another example of the indicator of embodiment B. It is a schematic perspective view which shows the indicator of embodiment C from the front. It is a schematic perspective view which shows the indicator of embodiment C from the back. It is explanatory drawing of the indicator of embodiment C.

(First embodiment)
The first embodiment of the present invention will be specifically described below with reference to the drawings.

  As shown in FIG. 1, the gaming machine Y is formed with a gaming board mounting frame Y1, a glass door Y2 supported so as to be rotatable with respect to the gaming board mounting frame Y1, and a gaming area 2A in which gaming balls flow down. And a game board 2.

  The game board mounting frame Y1 is rotatably supported by an outer frame (not shown) fixed to the island facility of the game store, and is detachably mounted.

  The glass door Y2 is detachably connected to the game board mounting frame Y1 via a hinge mechanism portion H at one end side in the horizontal direction, and is supported rotatably about the hinge mechanism portion H as a fulcrum. Therefore, by rotating the glass door Y2 like a door around the hinge mechanism H as a fulcrum, the game area 2A and the front portion of the game board mounting frame Y1 can be opened and closed. The glass door Y2 covers the front portion of the game area 2A so as to be visible with glass (transparent member) attached from the back side to a window provided in the center.

  A lock mechanism R that fixes the glass door Y2 to the game board mounting frame Y1 is provided on the other end side of the glass door Y2. The fixing by the lock mechanism R can be released by a dedicated key.

  The glass door Y <b> 2 is provided with a receiving tray 50 that stores a plurality of game balls and a firing operation device 3 that can perform an operation for firing the game balls. The launch operation device 3 is connected to a launch device 4 (see FIG. 3) capable of launching a game ball toward the game area 2A. The launcher 4 is provided on the front surface of the game board mounting frame Y1. The game balls stored in the tray 50 are supplied to the launching device 4.

  The firing operation device 3 includes a base 31 fixed to the glass door Y2, and a launch handle 32 that is rotatably provided on the base 31. The launching device 4 launches a game ball with a strength (hereinafter referred to as “game ball launch strength”) according to the rotation angle of the launch handle 32.

  In the game area 2A of the game board 2, a frame-shaped decorative frame 29A, an inner rail member 29B having a curved shape, an outer rail member 29C, and a special winning opening 8, which will be described later, are arranged and a game ball is placed. A guidance member 29 </ b> D having a guidance path that can be guided to the second starting port 7 formed on the upper surface is provided.

  The decorative frame 29 </ b> A is fitted into the approximate center of the game board 2. An image display device 14 composed of a liquid crystal display is fitted inside the decorative frame 29A. Further, an effect accessory device 17 is provided at the inner end of the decorative frame 29A.

  The inner rail member 29B is disposed outside the decorative frame 29A, and the outer rail member 29C is disposed outside the inner rail member 29B. A game ball fired with a predetermined game ball launch strength rises between the inner rail member 29B and the outer rail member 29C and enters the game area 2A. In the game area 2A, a plurality of nails and windmills are provided. A game ball that has entered the game area 2A can flow down in various directions by a plurality of nails and windmills.

  In the game area 2A, a plurality of (four in the present embodiment) general winning awards 11 are provided. Each general winning opening 11 is provided with a general winning opening detecting sensor 11a. When the general winning opening detecting sensor 11a detects a gaming ball, a predetermined number (for example, ten) of gaming balls are paid out as winning balls. (A game value is given).

  In addition, a winning gate 10 through which a game ball can pass is provided on the lower right side of the decorative frame 29A in the game area 2A. The winning gate 10 is provided with a winning gate detection sensor 10a for detecting a game ball. On the condition that the winning gate detection sensor 10a detects a game ball, a normal symbol lottery is performed as to whether or not to execute an auxiliary game advantageous to the player. Details of the normal symbol lottery will be described later.

  A first start port 6 is provided below the image display device 14 at the lower part of the game area 2A and is invariable and can always enter the ball. The first start port 6 is provided with a first start port detection sensor 6a for detecting a game ball. A first special symbol lottery is performed as to whether or not to execute a jackpot game (special game) advantageous to the player on condition that the first start port detection sensor 6a detects a game ball. Details of the first special symbol lottery will be described later. When the first start port detection sensor 6a detects a game ball, a predetermined number (for example, 3) of game balls are paid out as award balls (a game value is given).

  A variable second start port 7 is provided immediately below the first start port 6. The second start port 7 is controlled by the second start port control device 70 to either a basic mode (closed mode) incapable of winning a prize or a special mode (open mode) of winning. The second start port 7 is also provided with a second start port detection sensor 7a for detecting a game ball. A second special symbol lottery is performed as to whether or not to execute a jackpot game (special game) advantageous to the player on condition that the second start port detection sensor 7a detects a game ball. Details of the second special symbol lottery will be described later. When the second start port detection sensor 7a detects a game ball, a predetermined number (for example, three) of game balls are paid out as award balls (a game value is given).

  The second start port control device 70 includes a rotatable normal movable piece 70A and a second start port opening / closing solenoid 70B as a drive unit for rotating the normal movable piece 70A.

  The normal movable piece 70A is composed of a rectangular door member. Normally, the movable piece 70A stops in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the second start port 7 is opened. It is closed. The closing of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a basic mode of the second starting port 7.

  On the other hand, when the predetermined condition is satisfied, the normal movable piece 70A is rotated forward about the rotation shaft formed at the lower end portion to open the second start port 7. The second start port 7 is controlled to a special mode that allows the ball to enter. The opening of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a special mode of the second starting port 7. When the second starting port 7 is opened, the normal movable piece 70A protrudes from the game area 2A, and can receive the flowing game ball and guide it to the second starting port 7.

  Note that the predetermined condition for the second start-up port control device 70 is that the auxiliary game is determined to be executed in the above-described normal symbol lottery.

  On the downstream side of the winning gate 10, a variable large winning opening 8 is provided. The special winning opening 8 is controlled by the special winning opening control device 80 to either a basic mode in which no winning is possible or a special mode in which a winning is possible. The big winning opening 8 is provided with a big winning opening detecting sensor 8a for detecting a game ball. When the special winning opening detection sensor 8a detects a game ball, a predetermined number (for example, 15) of game balls are paid out as a prize ball (a game value is given).

  The special prize opening control device 80 includes a rotatable special movable piece 80A and a special prize opening opening / closing solenoid 80B as a drive unit for rotating the special movable piece 80A.

  The special movable piece 80A is composed of a rectangular door member. Normally, the special movable piece 80A is stopped in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the special winning opening 8 is played. The ball is closed so that it cannot enter. The closing of the special prize opening 8 by the special movable piece 80 </ b> A constitutes the basic mode of the special prize opening 8.

  On the other hand, when the predetermined condition is satisfied, the special movable piece 80A is rotated forward about the rotation shaft formed at the lower end portion to open the grand prize winning opening 8 so that the game ball can enter. Opening of the special winning opening 8 by the special movable piece 80A constitutes a special mode of the special winning opening 8. When the special winning piece 80A is opened, the special movable piece 80A protrudes from the game area 2A and can receive the flowing game ball and guide it to the special winning opening 8.

  The predetermined condition for the special winning opening control device 80 is the above-described first special symbol lottery or second special symbol lottery (hereinafter, the first special symbol lottery and the second special symbol lottery are collectively referred to as “special symbol lottery”). ”), It is determined that a special game (a jackpot game) is executed.

  On the surface of the game board 2 and below the game area 2A, a symbol display device comprising a first special symbol display device 20, a second special symbol display device 21 and a normal symbol display device 22, and a first special symbol hold A hold display device including a display device 23, a second special symbol hold display device 24, and a normal symbol hold display device 25 is provided.

  The first special symbol display device 20 is a variable display device that displays the result of the first special symbol lottery performed on condition that a game ball enters the first start port 6, and the second special symbol display device 21 is This is a variable display device that displays the result of the second special symbol lottery performed on condition that a game ball enters the second starting port 7.

  The first special symbol lottery is a jackpot determination as to whether or not the jackpot is won based on the special chart determination information acquired based on the game ball entering the first starting port 6, or the result of the jackpot determination Based on this, it means performing a special symbol determination for determining the type of special symbol to be displayed on the first special symbol display device 20. In addition, the second special symbol lottery refers to determining whether or not the jackpot has been won based on the special symbol determination information acquired based on the game ball entering the second starting port 7, or displaying the second special symbol display This means that the type of special symbol displayed on the device 21 is determined. That is, it can be said that each special symbol lottery is a lottery for determining (determining) whether or not to execute a special game (big hit game) advantageous to the player.

  When the first special symbol lottery is performed, the first special symbol display device 20 displays the variation of the first special symbol, and the first special symbol for notifying the result of the first special symbol lottery after a predetermined time has elapsed. Stop display is performed. When the second special symbol lottery is performed, the second special symbol display device 21 displays the variation of the second special symbol, and the second special symbol for notifying the result of the second special symbol lottery after a predetermined time has elapsed. The symbol is stopped and displayed.

  For example, the first special symbol display device 20 and the second special symbol display device 21 each include a plurality of LEDs arranged in a line. In the variation display of each special symbol, for example, a predetermined LED of the corresponding first special symbol display device 20 or second special symbol display device 21 moves and blinks at a predetermined interval. In the special symbol stop display, a specific LED indicating the result of each special symbol lottery is lit.

  The normal symbol display device 22 is a variable display device that displays the result of the normal symbol lottery performed on condition that the game ball passes through the winning gate 10. The normal symbol lottery is a normal symbol display device that determines whether or not the player has been won based on the common symbol determination information acquired based on the passing of the game ball to the winning gate 10, or based on the result of the hit determination. The normal symbol judgment which judges the kind of normal symbol displayed on 22 is performed. That is, the normal symbol lottery can be said to be a lottery for determining (determining) whether or not to execute an auxiliary game advantageous to the player.

  When the normal symbol lottery is performed, the normal symbol display device 22 displays the variation of the normal symbol, and after the predetermined time has elapsed, the normal symbol stop display for notifying the result of the normal symbol lottery is performed.

  For example, each of the normal symbol display devices 22 includes a plurality of LEDs. In the normal symbol variation display, for example, a predetermined LED of the normal symbol display device 22 blinks at a predetermined interval. And in the stop display of a normal symbol, specific LED showing the result of a normal symbol lottery lights.

  By the way, even if a game ball enters the start openings 6 and 7 during the special symbol variation display or during the jackpot game (special game) in which the special winning opening control device 80 operates, the special symbol variation display is immediately performed. It is not done and the result of the special symbol lottery is not notified. That is, the special symbol variation display may be suspended under certain conditions. In the present embodiment, as a fixed condition, an upper limit is set for the number of special symbols that can be suspended. In the present embodiment, the upper limit value is set to “4” for each of the start ports 6 and 7. That is, it is possible to hold up to four rights to execute the special symbol variation display for each of the start ports 6 and 7.

  The first special symbol hold display device 23 displays the number of hold of the first special symbol change display (hereinafter referred to as “first special figure change display”) (U1: hereinafter referred to as “first special figure hold number”). To do. The second special symbol hold display device 24 displays the hold number (U2: hereinafter referred to as “second special figure hold number”) of the fluctuation display of the second special symbol (hereinafter referred to as “second special figure change display”). To do. The first special symbol hold display device 23 and the second special symbol hold display device 24 include, for example, a plurality of LEDs, and turn on a predetermined LED according to the number of holds.

  Similarly, for the fluctuation display of the normal symbol (hereinafter referred to as “common figure fluctuation display”), the upper limit hold number is set to four, and the hold number (G: hereinafter referred to as “the common figure hold number”). ) Is displayed on the normal symbol hold display device 25. The normal symbol hold display device 25 includes, for example, a plurality of LEDs, and lights a predetermined LED according to the number of hold of the normal symbols.

  In addition, the gaming machine Y is provided with an effect device for executing various effects. In the present embodiment, the effect device includes an image display device 14, an audio output device 15, an effect lighting device 16, and an effect accessory device 17. An image display device 14 and an effect accessory device 17 are provided on the game board 2, and an audio output device 15 and an effect lighting device 16 are provided on the glass door Y2.

  The image display device 14 displays effects by displaying images by displaying various still images and moving images as the game progresses. In this embodiment, a liquid crystal display is used as the image display device 14, but other types of display devices such as a plasma display and an organic EL display can also be used.

  The effect accessory device 17 includes a movable part 17A, and operates the movable part 17A to perform an effect by operation. The audio output device 15 produces a sound effect by outputting BGM (background music), SE (sound effect), and the like. The effect lighting device 16 performs an effect by illumination by changing the light irradiation direction and emission color of each lamp.

  The saucer 50 is provided with an effect button device 18 and a selection button device 19 that function as input devices for performing operations related to various effects described later.

  The effect button device 18 has an operable effect button 18A, an effect button detection switch 18a for detecting an operation on the effect button 18A, and an effect button 18A that protrudes upward from the normal position (normal state) and the normal position. An effect button drive motor 18b for moving (changing) to a position (protruding state) is provided (see FIGS. 2 and 3). Further, a light emitting element (full color LED, lamp, etc.) for causing the effect button 18A to emit light in a predetermined manner is also provided.

  The selection button device 19 includes an operable selection button 19A and a selection button detection switch 19a for detecting an operation on the selection button 19A (see FIGS. 2 and 3). Further, a light emitting element (full color LED, lamp, etc.) for causing the selection button 19A to emit light in a predetermined manner is also provided.

  The selection button 19A includes an upper button 191A, a left button 192A, a lower button 193A, and a right button 194A. Each button 191 </ b> A to 194 </ b> A is provided so as to be pressed in a state of protruding from the tray 50.

  The effect device performs various effects according to the progress (state) of the game. As an effect, for example, there is a fluctuating effect (special drawing lottery effect) performed in the image display device 14 based on the results of the first special symbol lottery and the second special symbol lottery. The variation effect (special drawing lottery effect) is performed with a variation display of the effect symbol and a stop display of the effect symbol.

  The variation display of the effect symbol is performed corresponding to the variation display of the special symbol, and the effect symbol varies for a predetermined time in a predetermined manner. The stop display of the effect symbol is performed corresponding to the stop display of the special symbol (hereinafter referred to as “effect symbol display” when the change display and stop display of the effect symbol are collectively referred to). In the stop display of the effect symbol, the effect symbol is stopped for a predetermined time in a predetermined manner indicating the result of the special symbol lottery.

  The effect symbols are, for example, three rows of effect symbols TZ1 to TZ3 (for example, numbers from “1” to “9”) arranged in the left area, the center area, and the right area of the display unit 140 of the image display device 14. Effect symbols) and three rows of special effect symbols TZ4 (effect symbols representing numbers from “1” to “9”) arranged in the end region of the display unit 140 of the image display device 14. In the variation display of the effect symbols, the effect symbols in each column move from the top to the bottom (variable display) as if the reels are rotating. Note that the variation display mode of the effect symbol is not limited to this. In addition, during the variation display of the effect symbols, various effect images such as background images and object images such as characters, movies, and the like are displayed according to the result of the special symbol lottery.

  On the other hand, in the stop display of the effect symbols, in the left region, the center region, and the right region of the display unit 140 such as the image display device 14, the effect symbols TZ1 to TZ3 in the three columns are temporarily stopped after the temporary stop. In the side area, the special effect symbols TZ4 in the three rows are stopped and displayed in accordance with the stop symbols of the effect symbols TZ1 to TZ3. Then, the result of the special symbol lottery is notified by the arrangement of the effect symbols TZ1 to TZ3 on a predetermined effective line (for example, the central horizontal line in the display unit 140) when the effect symbols are stopped and displayed. Moreover, it is notified that the effect symbols TZ1 to TZ3 are stopped and displayed by the stop display of the special effect symbol TZ4.

  Note that the result of the special symbol lottery is not determined by the arrangement of the effect symbols TZ1 to TZ3 and the special effect symbol TZ4 on the effective line, instead of notifying the result of the special symbol lottery by the sequence of the effect symbols TZ1 to TZ3 on the effective line. May be notified. Further, the special effect symbol TZ4 is not displayed on the image display device 14 (variable display and stop display) but is displayed (variable display and stop display) on a dedicated display unit (LED display or the like). Alternatively, the special effect symbols TZ4 may be eliminated and only the effect symbols TZ1 to TZ3.

  In the effect device, in addition to the variable effect (special drawing lottery effect), the special game effect that is performed when the jackpot game is executed, and the special symbol variable display or special game is not performed for a predetermined period. Various effects such as a demonstration effect performed in a standby state (so-called customer waiting state) are performed.

  On the back of the game board 2 and the glass door Y2, there are a main control board 101 for performing various controls relating to the game, an effect control board 102, a payout control board 103, a lamp control board 104, an image control board 105, a power supply board 107, a game An information output terminal board 108 is provided.

(Internal configuration of gaming machine Y)
Next, the internal configuration of the gaming machine Y will be described with reference to FIG.

  The power supply board 107 generates a main power supply (operation power supply) necessary for the operation of the gaming machine from a power supply supplied from the outside of the gaming machine, and the main power supply is used for the gaming machine Y (the main control board 101, the effect control board 102, To the payout control board 103, the lamp control board 104, the image control board 105, and various electronic components). In addition, the power supply voltage supplied from the outside is monitored, and when the power supply voltage falls below a predetermined value, it is detected that a power interruption (power failure) has occurred, and a low-level power interruption detection signal is sent to the main control board 101. Output.

  The power supply board 107 is provided with a backup power supply composed of a capacitor that is stored by supplying power from the outside, and can supply the backup power supply to the main control board 101 even when the power supply is cut off (power failure). Note that backup power may be supplied to the effect control board 102 and the payout control board 103. Further, the backup power source is not limited to a capacitor, and for example, a battery may be used, or a capacitor and a battery may be used in combination.

  The main control board 101 comprehensively controls the progress (basic operation) of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on input signals from various detection sensors, timers (quartz crystal units) and the like, performs arithmetic processing related to the game, and directly controls various control devices and display devices. Then, a predetermined command or the like based on the result of the arithmetic processing is transmitted to the effect control board 102, the payout control board 103, and the like. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.

  On the input side of the main control board 101, a first starting port detection sensor 6a, a second starting port detection sensor 7a, a big winning port detection sensor 8a, and a winning gate detection sensor 10a are connected via an input port (not shown). And the general winning a prize mouth detection sensor 11a is connected. Each detection sensor outputs a detection signal to the main control board 101 when detecting a game ball.

  On the output side of the main control board 101, via an output port (not shown), a second start port opening / closing solenoid 70B for operating the normal movable piece 70A of the second start port control device 70, and a prize winning port control. A special prize opening / closing solenoid 80B for operating the special movable piece 80A of the device 80 is connected. The main control board 101 outputs a control signal for controlling each solenoid to the second start opening / closing solenoid 70B and the special winning opening opening / closing solenoid 80B.

  Further, on the output side of the main control board 101, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, and a first special symbol hold are provided via an output port (not shown). A display device 23, a second special symbol hold display device 24, and a normal symbol hold display device 25 are connected. The main control board 101 outputs a display control signal for controlling each display device to each display device 20-25.

  Furthermore, a game information output terminal board 108 is connected to the output side of the main control board 101 via an output port (not shown). The main control board 101 outputs information relating to a predetermined game (hereinafter referred to as game information) to the game information output terminal board 108 as an external signal.

  A game information display device is connected to the game information output terminal board 108. The game information output terminal board 108 outputs an external signal to the game information display device and the hall computer. The game information display device is provided on the gaming machine Y, and can display predetermined game information based on the predetermined game information (external signal).

  The effect control board 102 comprehensively controls the progress of the effect (effect operation). The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c. The effect control board 102 is connected to the main control board 101 so as to be able to communicate in one direction from the main control board 101 to the effect control board 102. The main control board 101 transmits a predetermined command to the effect control board 102 based on the processing related to the game, and the effect control board 102 receives the predetermined command.

  An effect button detection switch 18 a and a selection button detection switch 19 a are connected to the input side of the effect control board 102 via the lamp control board 104.

  When the effect button 18A is operated, the effect button detection switch 18a relays the lamp control board 104 and outputs an effect button detection signal indicating that the operation button 18A has been operated to the effect control board 102. In other words, the lamp control board 104 serves as a relay board that relays the effect button detection signal.

  When the selection button 19A is operated, the selection button detection switch 19a relays the lamp control board 104 and outputs a selection button detection signal indicating that the selection button 19A has been operated to the effect control board 102. In other words, the lamp control board 104 serves as a relay board that relays the selection button detection signal.

  The selection button detection switch 19a is connected to the upper button 191A to detect the operation of the upper button 191A, and the left button detection switch 192a is connected to the left button 192A to detect the operation of the left button 192A. The lower button 193A is connected to the lower button 193A to detect the operation of the lower button 193A, and the right button detection switch 194a is connected to the right button 194A to detect the operation of the right button 194A.

  When each button detection switch 191a, 192a, 193a, 194a detects an operation, the upper button detection signal, the left button detection signal, the lower button detection signal, and the right button detection signal are respectively transmitted via the lamp control board 104. To the effect control board 102. The upper button detection signal, the left button detection signal, the lower button detection signal, and the right button detection signal are collectively referred to as a “selection button detection signal”.

  Further, in the present embodiment, the operation (operation) input from the player is detected by the effect button detection switch 18a and the selection button detection switch 19a. However, the present invention is not limited to this. An infrared sensor (motion sensor) for detecting an operation such as holding the hand, a touch panel for detecting a predetermined operation of the player, etc., may be provided with a detection element capable of detecting an input such as the operation or operation of the player. Good.

  The sub CPU 102a outputs a command output from the main control board 101, an effect button detection signal output from the effect button device 18, a selection button detection signal output from the selection button device 19, and an input signal from a timer (crystal oscillator). Based on the above, the program stored in the sub ROM 102b is read out to perform arithmetic processing, and a command for controlling the effect is transmitted to the lamp control board 104 and the image control board 105 based on the processing. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.

  The payout control board 103 performs launch control for launching a game ball from the launch device 4 and payout control for paying out the game ball to the player. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c. The payout control board 103 is connected to the main control board 101 and the power supply board 107 so as to be capable of bidirectional communication.

  On the input side of the payout control board 103, a touch sensor 32a and a firing volume knob 32b are connected. The touch sensor 32 a is attached in the firing handle 32 of the firing operation device 3. When a player, a store clerk, or the like touches the launch handle 32, the touch sensor 32 a detects that a person has touched the launch handle 32 and transmits a launch handle detection signal to the launch control board 106. The firing volume knob 32 b is connected to the firing handle 32. The firing volume knob 32b rotates in conjunction with the firing handle 32 and detects the rotation angle.

  A firing solenoid 41 of the launching device 4 is connected to the output side of the payout control board 103 via a power supply board 107. The payout control board 103 permits energization of the firing solenoid 41 when receiving the firing handle detection signal from the touch sensor 32a.

  When the firing handle 32 is operated to change the rotation angle of the firing handle 32, the gear connected to the firing handle 32 rotates and the knob 32b of the firing volume connected to the gear rotates. A voltage corresponding to the rotation angle of the firing handle 32 detected by the firing volume knob 32 b is applied to the firing solenoid 41.

  When a voltage is applied to the firing solenoid 41, the firing solenoid 41 operates according to the applied voltage. In this manner, the payout control board 103 controls the energization of the launch solenoid 41 based on the information contained in the launch handle detection signal from the touch sensor 32a and the input signal from the launch volume knob 32b, and launches the game ball.

  In the present embodiment, the reciprocating speed of the firing solenoid 41 is set to about 99.9 (times / minute) from the frequency based on the output period of the crystal oscillator provided on the firing control board 106. Since one game ball is fired every time the firing solenoid 41 makes one reciprocation, the number of game balls fired in one minute is about 99.9 (pieces / minute).

  Further, on the output side of the payout control board 103, a payout device 5 for paying out a game ball supplied from a storage tank (not shown) provided on the upper back of the game board mounting frame Y1 to the receiving tray 50 (player). The payout drive unit 51 is connected. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the prize ball request signal transmitted from the main control board 101, performs arithmetic processing, and controls the payout device 5 to give a predetermined game ball to the player. Pay out. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.

  The lamp control board 104 includes a lamp CPU 104a, a lamp ROM 104b, and a lamp RAM 104c, similarly to the above boards. On the output side of the lamp control board 104, an effect lighting device 16 and an effect accessory device 17 are connected.

  The lamp CPU 104a performs light emission control of the effect lighting device 16 and irradiation of light from the effect lighting device 16 based on a command related to effect control transmitted from the effect control board 102 (hereinafter referred to as “effect control command”). Drive control for the motor for changing the direction is performed. Further, the lamp CPU 104a performs drive control on a solenoid or a motor that operates the effect accessory device 17 based on the effect control command.

  The lamp control board 104 is connected to the effect button detection switch 18a of the effect button device 18 and the selection button detection switch 19a of the selection button device 19, and the effect control board 102, the effect button device 18 and the selection button device 19 are connected. The effect button detection signal and the selection button detection signal are relayed between the two.

  The image control board 105 generates at least a video signal related to an image such as a moving image or a still image to be displayed on the display unit 140 of the image display device 14, and outputs the image signal to the image display device 14. A sound generation unit 105C that generates a sound signal related to the sound to be output to the sound output unit 15 and outputs the sound signal to the sound output device 15, and a control unit 105A that controls and controls the image generation unit 105B and the sound generation unit 105C.

  The overall unit 105A of the image control board 105 includes an overall CPU 105Aa, an overall ROM 105Ab, and an overall RAM 105Ac for performing image display control by the image display device 14.

  The overall CPU 105Aa is connected to an overall ROM 105Ab in which a control program and the like are stored, and a control program necessary for the operation of the overall CPU 105Aa is read out. Upon receiving a command related to effect control transmitted from the effect control board 102, the general CPU 105Aa issues an instruction for an image to be displayed on the image display device 14 on the image generation unit 105B based on the command, and also transmits to the sound generation unit 105C. A voice instruction to be output from the voice output device 15 is issued.

  The general RAM 105Ac functions as a data work area during the arithmetic processing of the general CPU 105Aa, and temporarily stores data read from the general ROM 105Ab.

  The general ROM 105Ab is composed of a mask ROM, and displays a control program for displaying an image, a display list generation program for generating a display list including drawing control command groups, and an animation of a production pattern. Anime patterns, animation scene information, etc. are stored.

  This animation pattern is referred to when displaying an animation that constitutes the specific content of the effect by the image, and the animation pattern is associated with the animation scene information, the display order of each animation scene, and the like. The animation scene information includes weight frame (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method. Various information such as a duty ratio that is a parameter of the luminance of the image display device 14 is included.

  The image generation unit 105B includes a VDP 105Ba (Video Display Processor) that is an image processor, a CGROM 105Bb that stores image data, a VRAM 105Bc that temporarily stores drawing data generated from the image data, and the like. ing.

  The VDP 105Ba is connected to the CGROM 105Bb in which image data is stored, and generates drawing data as a source of a video signal (RGB signal or the like) based on the image data based on an instruction from the overall CPU 105Aa. The image data is an image (frame) to be displayed on the image display device 14, for example, a material image representing an individual image such as a background image such as a scene, a character, and a dialogue that constitutes the background of the effect symbol image or the effect symbol. It is data. On the other hand, the drawing data is synthetic data representing an image of the entire frame formed by combining (superimposing) individual images.

  The CGROM 105Bb includes a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and compresses and stores image data (sprites, movies), etc., consisting of a collection of pixel information in a predetermined range of pixels (for example, 32 × 32 pixels). ing. The pixel information is composed of color number information specifying a color number for each pixel and an α value indicating the transparency of the image.

  Further, the CGROM 105Bb stores the palette data in which the color number information for designating the color number and the display color information for actually displaying the color are associated with each other without being compressed. The CGROM 105Bb may have a configuration in which only a part of the image data is compressed without being compressed. As a movie compression method, various known compression methods such as MPEG4 can be used.

  The image generation unit 105B has a crystal oscillator. The crystal oscillator outputs a pulse signal to the VDP 105Ba. The VDP 105Ba divides the pulse signal to generate a synchronization signal (horizontal synchronization signal / vertical synchronization signal) for synchronizing with the image display device 14, and outputs the synchronization signal to the image display device 14.

  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.

(Big hit judgment table)
FIG. 4A-1 and FIG. 4A-2 are diagrams illustrating an example of a jackpot determination table for performing a jackpot determination. The jackpot determination, which constitutes the above-described special symbol lottery, is to determine whether or not the jackpot game (special game) is advantageous for the player.

  FIG. 4A-1 is a table (hereinafter referred to as a “first jackpot determination table”) referred to in the first jackpot determination performed based on the game ball entering the first start port 6. On the other hand, FIG. 4A-2 is a table (hereinafter referred to as a “second jackpot determination table”) referred to in the second jackpot determination performed based on the game ball entering the second starting port 7. is there.

  In any jackpot determination table, a jackpot determination table (hereinafter referred to as “low probability jackpot determination table”) referred to when the jackpot winning probability described later is relatively low (set to a standard value). And a jackpot determination table (hereinafter referred to as “high probability jackpot determination table”) that is referred to when the state is relatively high (set higher than the standard value).

  In each jackpot determination table, a jackpot determination value and a determination result are uniquely associated and stored. As will be described later, by matching the jackpot determination random number acquired based on the game ball entering the first start port 6 or the second start port 7 with the jackpot determination table, “big hit” or “lost” Is determined (determined).

  If the result of the jackpot determination is “hit”, after a special symbol (special result) indicating the result is stopped and displayed, a jackpot game (special game) with opening of the jackpot 8 is executed, and the prize ball is more than usual. It will be in a state where it is easy to acquire. That is, a game value is given to the player.

  When the result of the big hit determination is “losing”, the reach determination is further performed based on the reach determination table of FIG. In the reach determination table, the reach determination value and the presence / absence of execution of reach production are uniquely associated and stored. As will be described later, the reach effect is executed in the variation effect by collating the reach determination random number acquired based on the game ball entering the first start port 6 or the second start port 7 with the reach determination table. It is determined (determined) whether or not to do so.

  When the reach determination result is “with reach” for executing the reach effect, the reach effect for increasing the player's expectation of winning the big hit is performed in the variable effect (special drawing lottery effect). In the present embodiment, the probability of being determined as “reach” in the reach determination table used in the reach determination executed based on the game ball entering the first starting port 6 is the first described later. Although it is not divided according to the number of special figure holds, the probability of determining “there is reach” is divided according to the number of first special figure hold, and may be different depending on the number of first figure hold. For example, the probability that the reach determination table used when the first special figure hold number is a first value (for example, the first special figure hold number = 0 to 1) is determined to be “with reach” is the first special figure hold number. The figure holding number is set to be higher than the probability that the reach determination table used when the second value is larger than the first value (for example, the first special figure holding number ≧ 2) is determined to have “reach”. Can do.

  Similarly, the probability that the reach determination table used in the reach determination executed based on the game ball entering the second start port 7 is determined to have “reach” is the second special figure hold described later. Although not divided according to the number, the probability that the “reach” is determined is divided according to the second special figure reservation number, and may be different depending on the second special figure reservation number. For example, the probability that the reach determination table used when the second special figure hold number is a third value (for example, the second special figure hold number = 0 to 1) is determined to be “with reach” is the second special figure hold number. The figure hold number is set to be higher than the probability of being determined as “reach” in the reach determination table used when the fourth value is larger than the third value (for example, the second special figure hold number ≧ 2). Can do.

  As the reach effect, for example, effect symbols (for example, the effect symbol TZ1 and the effect symbol) in two areas of the left area, the central area, and the right area of the display unit 140 of the image display device 14 during the variable display of the effect symbols. If the symbol TZ3) is temporarily stopped and a predetermined effect symbol stops on a predetermined effective line in the remaining one region, a state where an effect symbol array representing a big win is obtained (a so-called “reach state”) is obtained. Reach production is mentioned. In addition to this, there is a full-rotation reach effect in which the same type of effect symbols are arranged in the left area, the center area, and the right area of the display unit 140 of the image display device 14 in a variable manner.

  After the reach condition occurs in the reach production, specific productions (so-called “SP reach” and “SPSP reach”) that increase the expectation of winning the jackpot (so that the change display of the special symbol is expected to be a special result) are developed. There is a case where it is performed and a case where it is not performed. Further, in the reach production, the reach state does not always occur. That is, there is also a reach effect in which a specific effect is performed to increase a player's expectation of winning a big hit without reaching a reach state. In the present embodiment, a reach effect is performed if the result of the jackpot determination is “big hit”. However, it is also possible to perform reach determination even in the case of a big win, and perform a reach effect only when the reach determination determines “reach is present”.

(Special symbol judgment table)
Fig.5 (a)-FIG.5 (b) are figures which show an example of the special symbol determination table for performing special symbol determination. The special symbol determination constitutes the above-described special symbol lottery, and determines the type of special symbol to be stopped and displayed on the special symbol display devices 20, 21 based on the result of the jackpot determination (a special symbol stop display mode). It is to be.

  The special symbol determination table is roughly divided according to the result of the jackpot determination (a jackpot or a loss). That is, FIG. 5A shows a special symbol determination table for jackpot winning that is referred to in the special symbol determination when the result of the jackpot determination is “big hit”, and FIG. 5B shows that the result of the jackpot determination is “ It is a special symbol determination table for losing referred to in the special symbol determination in the case of “losing”.

  Each of these tables is further divided according to the type of start opening (the first start opening 6 or the second start opening 7) in which a game ball was entered as a trigger for the special symbol determination. When the result of the jackpot determination is “losing”, the special symbol determination table is further divided according to whether or not the reach effect is executed (reach determination result).

  In each special symbol determination table, the special symbol determination value and the type (determination result) of the special symbol to be stopped are uniquely associated and stored. As will be described later, the special symbol determining random number acquired based on the game ball entering the first starting port 6 or the second starting port 7 is collated with the special symbol determining table, and the special symbol that is stopped is displayed. The type of symbol is determined (determined). As information indicating the type of special symbol to be stopped and displayed, special symbol stop symbol data and effect symbol designation command are set.

  The special figure stop symbol data is used in the process on the main control board 101, and the effect symbol designation command is transmitted to the effect control board 102 and used in the process on the effect control board 102. The effect symbol designation command is transmitted to the effect control board 102 at the start of the special symbol variation display, and is used in the processing in the effect control board 102.

  The effect symbol designation command is a 1-byte MODE data for identifying a special symbol display device (the first special symbol display device 20 or the second special symbol display device 21) on which the special symbol related to the special symbol determination is stopped and displayed. And 1-byte DATA data for identifying the type of the special symbol to be stopped and displayed.

  As for the effect designating command, if the MODE data is “E3H”, it means that the special symbol is stopped on the first special symbol display device 20, and if the MODE data is “E4H”, the second special symbol is displayed. This means that special symbol stop display is performed on the symbol display device 21. The effect designating command with MODE data “E3H” is referred to as “first effect designating command”, and the effect designating command with MODE data “E4H” is referred to as “second effect designating command”.

(Big hit game control table)
FIG. 6A is a diagram illustrating an example of a jackpot game control table used when controlling a jackpot game.

  The jackpot game control table stores conditions for controlling the jackpot game. As conditions for controlling the jackpot game, the opening time, which is the period from the start of the jackpot game until the first opening of the big prize opening 8, and the opening to be transmitted to the effect control board 102 at the start of the opening Ending time, which is the period from the end of the last opening of the big winning opening 8 to the end of the jackpot game, and the ending An ending designation command to be transmitted to the effect control board 102 at the start is set. The conditions for controlling these jackpot games are related to the type of jackpot, that is, the type of special symbol (special symbol stop symbol data). That is, which control condition is used in the jackpot game is selected based on the type of special symbol.

(Big prize opening / closing control table)
FIG. 6B to FIG. 6C are diagrams showing an example of the big prize opening / closing control table used when controlling the opening / closing of the big prize opening 8 in the big hit game. FIG. 6B is a long winning game opening / closing control table for a long hit game that is referred to in the long hit game that constitutes the jackpot game, and FIG. 6C is a short hit game that is referred to in the short hit game that constitutes the jackpot game. This is a prize winning opening / closing control table.

  The big winning opening / closing control table for the big hit game stores conditions for controlling the opening / closing of the big winning opening 8 in the big win game. As conditions for controlling the opening / closing of the big prize opening 8, a special number is a round number (R) which is the number of the round game, and an opening number of the big prize opening 8 (operation of the big prize opening control device 80) in each round game. The operation number (K) and the opening time / closing time (operation time / non-operation time) of the special winning opening 8 are set.

(Game condition data judgment table)
FIG. 7A is a diagram illustrating an example of a game condition data determination table for determining (determining) game condition data to be newly set after the end of the jackpot game. The game condition data determination table is divided according to the state of the winning probability of winning the jackpot (low probability game state / high probability game state), and in each divided table, the type of special symbol (special diagram stop symbol data) and game Condition data is uniquely associated and stored. The game condition data includes the number of special symbols that can be executed according to the status of the jackpot winning probability newly set by the jackpot winning status, the status of the ease of winning the start opening, and the state of the gaming conditions (Xa, Ja: 3) “00H” to “02H” are set.

  FIG. 7B is a diagram showing an example of a game condition determination table for determining game conditions from the game condition data. The gaming condition determination table includes gaming condition data, ON / OFF of flags (high probability flag and short time flag) indicating the state of each gaming condition, and the number of special symbol variable display that can be executed according to the state of the gaming condition (Xa , Ja: (hereinafter referred to as “executable number of times”) is uniquely associated and stored. The number of times that the special symbol variable display can be executed can be said to be the number of special symbol lotteries.

(Special symbol variation pattern judgment table)
FIG. 8 to FIG. 9 are diagrams showing an example of a special figure fluctuation pattern determination table referred to when determining a variation display mode of special symbols (hereinafter referred to as “special figure fluctuation pattern”). The special figure fluctuation pattern is associated with the time required for the special symbol fluctuation display (hereinafter referred to as “special figure fluctuation time”) and the production type of the fluctuation production (special drawing lottery production) according to the special symbol fluctuation display. ing. Although the details of the variation effect will be described later, it is an effect that is performed until the end of the variable symbol display of the special symbol as the start of the variable symbol variation display. In addition to the variable display of symbols, an image effect such as an object image such as a character by the image display device 14 or a predetermined movie image, an audio effect by the audio output device 15, an illumination effect by the effect lighting device 16, and an operation effect by the movable portion 17A. Consists of.

  The special symbol variation pattern includes a first special symbol variation pattern which is a variation display mode of the first special symbol displayed on the first special symbol display device 20 and a first special symbol variation pattern which is displayed on the second special symbol display device 21. It is distinguished from the second special figure variation pattern which is a mode of variation display of two special symbols.

  FIG. 8 is a diagram illustrating an example of a special figure variation pattern determination table that is referred to when determining a special figure variation pattern in a non-short-time gaming state, which will be described later. FIG. 9 illustrates special figure fluctuation in a short-time gaming state, which will be described later. It is a figure which shows an example of the special figure fluctuation pattern determination table referred when determining a pattern. That is, the special figure variation pattern determination table is largely divided according to the gaming state.

  The special figure variation pattern determination table further includes a special symbol type that can be variably displayed (type of start port related to the variation display) and special symbol stop symbol data that can specify the result of the special symbol determination, and the number of special symbol reservations ( Divided by U1 or U2).

  In each table, the special figure fluctuation pattern determination value and one or a plurality of special figure fluctuation patterns are uniquely associated and stored. As will be described later, the special figure variation pattern determination random number acquired based on the game ball entering the first start port 6 or the second start port 7 is collated with the special diagram variation pattern determination table. A figure variation pattern is determined.

  The special figure fluctuation pattern is allocated with a predetermined probability set in advance in each table. Therefore, the special figure fluctuation pattern includes the expectation level of a big win and a specific big win (for example, a promising big win, a long win, etc.). Expectations are associated with each other.

  The special figure variation pattern is formally determined by the special figure variation pattern determination (step S313-3) at the time of starting the variation display of the special symbol (at the time of the special symbol memory determination processing in step S310). 6 and 7 (when the input control process in step S200) is entered, it is provisionally determined by the first pre-determination (step S236) or the second pre-determination (step S246).

  A start opening prize designation command and a special figure fluctuation pattern designation command are set corresponding to each special figure fluctuation pattern. The start opening winning designation command corresponds to a special figure variation pattern determined by a first pre-determination or a second pre-determination described later, and is transmitted to the effect control board 102 after the first pre-determination or the second pre-determination. The special figure fluctuation pattern designation command corresponds to the special figure fluctuation pattern determined by the special figure fluctuation pattern determination, and is transmitted to the effect control board 102 after execution of the special figure fluctuation pattern determination.

  The special symbol variation pattern designation command is 1 byte for identifying the special symbol display device (the first special symbol display device 20 or the second special symbol display device 21) on which the special symbol variation display related to the special symbol determination is performed. MODE data and 1-byte DATA data for identifying a special figure variation pattern. For the special figure variation pattern designation command, if the MODE data is “E6H”, this means that the special symbol variation display is performed on the first special symbol display device 20, and if the MODE data is “E7H”, 2 Indicates that special symbols are displayed on the special symbol display device 21 in a variable manner.

  Note that the special map fluctuation pattern designation command with MODE data “E6H” is “first special figure fluctuation pattern designation command”, and the special figure fluctuation pattern designation command with MODE data “E7H” is “second special figure”. This is called “variation pattern designation command”.

  The start opening winning designation command is composed of 1-byte MODE data for identifying the type of the start opening and 1-byte DATA data for identifying the special figure variation pattern.

  Regarding the start opening prize designation command, if the MODE data is “E1H”, it indicates that a game ball has entered the first start opening 6, and if the MODE data is “E2H”, the second start opening 7 is displayed. Indicates that a game ball has entered. It should be noted that the start opening prize designation command with MODE data “E1H” is “first start opening prize designation command”, and the start opening prize designation command with MODE data “E2H” is “second start opening prize designation command”. "

  In addition, in the rightmost column of the special figure fluctuation pattern determination table, the effect type (rough classification) of the fluctuation effect corresponding to the special figure fluctuation pattern is described as a reference.

  Here, the effect type of the change effect related to the special figure change pattern described in the column of the effect type in FIGS. 8 and 9 will be described.

  The “normal fluctuation” described in FIG. 8 and FIG. 9 is a normal fluctuation effect that does not involve reach, and is a fluctuation effect that makes it difficult for a player to have the expectation of a big win. “Abbreviated variation” is a variation effect that has a variation time shorter than a normal variation and does not involve reach, and is a variation effect that makes it difficult for a player to have the expectation of a big win. The “super shortened variation” is a variation effect that has a shorter variation time than the shortened variation and does not involve reach, and is a variation effect that makes it difficult for a player to have a big win expectation.

  “Reach” means that a part of the combination of effect symbols TZ1 to TZ3 for notifying the jackpot is temporarily stopped, and the other jackpots and special effect symbols TZ4 fluctuate and the player expects a big hit It means the variation mode to be given. For example, when the combination of the three-digit effect symbol “777” is set as the combination of the effect symbols TZ1 to TZ3 for notifying the jackpot, the two effect symbols TZ1 and TZ3 are temporarily stopped (pseudo-stop). ), And the remaining effect symbol TZ2 and special effect symbol TZ4 are changing.

  “Temporary stop” means that the effect symbols TZ1 to TZ3 are shaken small, or the effect symbols TZ1 to TZ3 are deformed to a small extent, so that the player feels that the effect symbols TZ1 to TZ3 are stopped. It is sometimes called a pseudo stop. Also, the special effect symbol TZ4 is displayed in a synchronized manner (synchronized) with the start of the special symbol variation display, and is displayed in a synchronized manner (synchronized) with the special symbol stop display. Although it does not temporarily stop like ~ TZ3, you may make it perform the display synchronized with the fluctuation display of the production symbols TZ1 to TZ3 and the fluctuation stop (including temporary stop).

  “Normal reach” described in FIG. 8 and FIG. 9 means that two effect symbols TZ1 and TZ3 are temporarily stopped in the left and right regions of the display unit 140 of the image display device 14, and the remaining one effect symbol TZ2 in the central region. Is a reach that has a low expectation degree (a special game is executed) for a big win where the special effect symbol TZ4 fluctuates in the end region.

  In the present embodiment, “normal reach” is not selected as the special figure fluctuation pattern related to the big win, but “normal reach” is selected as the special figure fluctuation pattern related to the big win. You can also

  The “SP reach” described in FIG. 8 and FIG. 9 is a super reach with a higher degree of expectation of winning a big win (special game is executed) than normal reach. For example, the effect symbol TZ2 in the central area that is not temporarily stopped may change specially, or a special effect image, a movie, or the like may be displayed.

  The “SPSP reach” described in FIG. 8 and FIG. 9 is a special reach that has a higher expectation level (a special game is executed) than a super reach. For example, it is executed after super reach, or a special effect image or movie or the like different from super reach is displayed.

  Although not described in the column of the effect type in FIGS. 8 and 9, in this embodiment, the pseudo-continuous effect can be executed in any variation effect. “Pseudo-continuous effect” means that a special effect of temporarily changing the effect symbols TZ1 to TZ3 and then changing the effect once or a plurality of times during the special symbol change display corresponding to one special symbol lottery is performed (one or more times) This means a notice effect in a variation mode (simulating a plurality of variation displays). For the special effect symbol TZ4, the special effect is not performed even during the execution of the pseudo-continuous effect, and the variable display is continued until the change of the special symbol is stopped.

  The first feature of the variation effect pattern determination table in the non-time-saving gaming state shown in FIG. 8 is that the rate at which the shortened variation is selected and determined increases as the number of special figure reservations increases.

The first feature of the variation effect pattern determination table in the short-time gaming state shown in FIG. 9 is that the rate at which the ultra-short variation is selected and determined increases as the number of special figure reservations increases.
As a second feature, a super shortening variation (2 seconds) having a variation time shorter than the shortening variation (4 seconds) in FIG. 8 is set.
A third feature is that a normal variation (6 seconds) having a shorter variation time than the normal variation (8 seconds) in FIG. 8 is set.
A fourth feature is that a long fluctuation (10 seconds) having a shorter fluctuation time than the long fluctuation (13.5 seconds) in FIG. 8 is set.

  FIG. 10A to FIG. 10F show an example of a table used when controlling a normal symbol-based game based on winning to the winning gate 10.

(Winning judgment table)
FIG. 10A is a diagram illustrating an example of a hit determination table for performing a hit determination. The hit determination is to determine (determine) whether or not to execute an auxiliary game that involves opening the second start port 7.

  The hit determination table is divided according to the start opening winning easiness. Specifically, the hit determination table is divided into a hit determination table referred to in the non-time-saving gaming state and a hit determination table referred to in the time-saving gaming state.

  In each hit determination table, a hit determination value and a determination result are uniquely associated and stored. As will be described later, either “winning” or “losing” is determined by collating a winning determination random number acquired based on the passage of the game ball to the winning gate 10 with a winning determination table. If “winning” is won, an auxiliary game with the opening of the second starting port 7 is executed after a normal symbol (specific result) indicating the result is stopped, and a game ball enters the second starting port 7 than usual. It is easy to ball and it is easy to win a prize ball. That is, a game value is given to the player.

(Normal symbol judgment table)
FIG.10 (b) is a figure which shows an example of the normal symbol determination table for performing normal symbol determination. The normal symbol determination is to determine (determine) the type of the normal symbol that is stopped and displayed on the normal symbol display device 22. The normal symbol determination table is divided according to the hit determination result (win and miss).

  Each normal symbol determination table stores a normal symbol determination value and a normal symbol that is stopped and displayed in a uniquely associated manner. As will be described later, by comparing the normal symbol determination random number acquired based on the passage of the game ball to the winning gate 10 with the normal symbol determination table, the type of the normal symbol to be stopped and displayed is determined. As information indicating the type of the normal symbol to be stopped and displayed, general symbol stop symbol data and a normal effect symbol designation command are set.

  The normal symbol stop symbol data is used in the processing on the main control board 101, and the normal effect symbol designating command is transmitted to the effect control substrate 102 at the start of the normal symbol variation display, and is used in the processing on the effect control signal board 102.

(Normal map variation pattern judgment table)
FIG. 10C determines a variation pattern of a normal symbol (hereinafter referred to as a “normal diagram variation pattern”) associated with a time required to display the variation of the normal symbol (hereinafter referred to as a “normal diagram variation time”). It is a figure which shows the common figure fluctuation pattern determination table for this. The normal variation pattern determination table is composed of a general variation variation determination table that is referred to in the non-short game state and a general variation pattern determination table that is referred to in the short time gaming state.

  In each table, a common pattern variation pattern determination value and one or a plurality of common map variation patterns are uniquely associated and stored. As will be described later, the type of the general variation pattern is determined by collating the random number for determining the normal variation pattern acquired based on the passage of the game ball to the winning gate 10 with the normal variation pattern determination table. .

(Auxiliary game reference data determination table)
FIG. 10D is a diagram illustrating an example of an auxiliary game reference data determination table used when controlling the auxiliary game. This table stores data (auxiliary game reference data) that is referred to when performing an auxiliary game. As shown in FIG. 10 (d), in the auxiliary game reference data determination table, the combination of the current start port winning easiness and the normal stop symbol data is associated with the auxiliary game reference data. That is, the auxiliary game reference data includes information regarding the start opening winning easiness state and the result of the normal symbol determination when the normal symbol determination is performed.

(Auxiliary game control table)
FIG. 10E is a diagram illustrating an example of an auxiliary game control table used when controlling the auxiliary game. This table stores conditions for controlling the auxiliary game. As conditions for controlling the auxiliary game, an opening time, which is a period from when the auxiliary game is started to when the second opening 7 is first opened, and transmission to the effect control board 102 at the start of the opening. Opening designation command, type of table used to control opening / closing of the second starting port 7, ending time, which is a period from the end of the last opening of the second starting port 7 to the end of the auxiliary game, And the ending designation | designated command transmitted to the production | presentation control board 102 at the time of ending start is set. The conditions for controlling these auxiliary games are associated with auxiliary game reference data.

(Second start opening / closing control table)
FIG. 10F is a diagram showing an example of a second start port opening / closing control table for auxiliary games used when controlling opening / closing of the second start port 7. Conditions for controlling the opening and closing of the second start port 7 during the auxiliary game are stored in the second start port opening / closing control table for the auxiliary game. As conditions for controlling the opening and closing of the second starting port 7, a general electric operation number (D) which is an opening number (operation of the second starting port control device 70) number of the second starting port 7 in the auxiliary game, 2 Opening time and closing time (operation time / non-operation time) of the start port 7 are set.

(Explanation of special game types)
In the present embodiment, a “big hit game” that is executed when “big hit” is won as a special game that is advantageous to the player, with the opening of the big prize opening 8 (operation of the big prize control device 80). Is provided. The jackpot game is divided into a “long hit game” and a “short hit game” mainly depending on the opening / closing mode of the big winning opening 8.

  In the jackpot game, a round game involving one or more opening of the big winning opening 8 is executed a predetermined number of times. In each round game, the number of times that the special winning opening 8 can be opened (hereinafter referred to as the maximum number of times of opening) and the total time that can be opened (hereinafter referred to as the maximum opening time) are set in advance. The reason that “can be opened” is that the number of game balls that can enter the big winning opening 8 during one round game is limited (for example, 9). Therefore, even if the grand prize winning opening 8 is not opened the maximum number of times of opening, the big winning prize opening 8 may be closed and the round game may end. Even if the maximum opening time has not elapsed, the special winning opening 8 is closed and the round game may end. It should be noted that the maximum number of times and the maximum opening time of the big winning opening 8 in each round game may or may not be unified for each jackpot game.

(Description of game conditions)
Next, game conditions that are conditions when the game progresses will be described. In the present embodiment, the jackpot winning probability and the start opening winning easiness are set as the game conditions. As for the jackpot winning probability, the game progresses under the low-probability gaming state or the high-probability gaming state, and the game ball progresses under the short-time gaming state or the non-short-time gaming state with respect to the ease of winning the game opening. To do. The initial (power-on) gaming conditions are set to a low probability gaming state and a non-short-time gaming state, and this low probability gaming state and a non-time-short gaming state are referred to as a normal gaming state. Further, the low probability gaming state and the short-time gaming state are referred to as a low-probability time-short gaming state, and the high-probability gaming state and the short-time gaming state are referred to as probability-changing gaming states. In the present embodiment, the low-probability time-short gaming state and the probability-changing gaming state may be collectively referred to as a specific gaming state.

  In the present embodiment, the low-probability gaming state with respect to the jackpot winning probability means that the jackpot winning probability in the jackpot determination is set to be relatively disadvantageous to the player at 1/350. On the other hand, the high probability gaming state is that the jackpot winning probability is higher than that of the low probability gaming state, that is, set to 1/40 which is relatively advantageous to the player. Therefore, when the jackpot winning probability is in a high probability gaming state, winning a jackpot is easier than in the low probability gaming state, and the number of winning jackpots per unit time is relatively large, which is advantageous to the player. It can be said that it is a state.

  The non-time-saving gaming state is a state in which the start opening winning easiness is normal. Specifically, in the non-time-saving gaming state, the normal time variation time is set to 15 seconds, and the operation time (second start time) of the second start port control device 70 that operates when “winning” is won in the winning determination. The sum of the opening time of the mouth 7) is set to 0.2 seconds or 5.1 seconds, and the probability of winning in the hit determination for the normal symbol is set to 1/50. The “total opening time” is because the second start port 7 may be opened a plurality of times for each hit. Since the number of game balls that can be won per game is limited, when the number of game balls wins, the ball is closed without waiting for the opening time or the number of times of opening.

  On the other hand, the short-time gaming state (low / high probability) means that the opening time of the second start port 7 (operation time of the second start port control device 70) per unit time is shorter than that in the non-short-time game state. The game state is long and the second start port 7 is likely to be in an open state. There is a percentage that the variation time shorter than the non-short game state is selected due to the relatively high start opening winning ease and the relatively short variation time of the special figure variation pattern set in the variation pattern determination table. The number of times that the second special symbol determination can be executed per unit time increases. Therefore, under the same jackpot winning probability, the number of times the second special symbol determination is executed per unit time inevitably increases the number of winning jackpots per unit time. Low accuracy / high accuracy) can be said to be an advantageous state for the player as compared to the non-short game state.

  As described above, in the present embodiment, in the short-time gaming state, the normal variation time is set to 3.0 seconds, the total maximum opening time of the second start port 7 is set to 5.2 seconds, The probability of winning is set to 49/50. That is, all the components of the start opening winning ease are set to be more advantageous to the player than the non-time-saving gaming state. In the short-time gaming state, the second start port 7 is opened twice via a 1.5 second closure (interval), but it may be opened only once without the closure. Moreover, the closure may be provided a plurality of times.

  In this embodiment, when a game ball enters the start openings 6 and 7, three prize balls can be obtained, but the player fires the game ball by operating the appropriate launch handle 32. However, the number of game balls possessed by the player tends to decrease. However, in the short-time gaming state, since it is easier to enter the second starting port 7 than in the non-short-time gaming state, it is possible to suppress a decrease in the number of game balls possessed by the player. That is, from the viewpoint of the number of game balls possessed by the player, the short-time game state is set to be more advantageous for the player than the non-short-time game state.

  In this way, by winning the jackpot, the type of jackpot game (long win game / short win game) and the game conditions newly set after the jackpot game (low probability game state / high probability game state and non-time short game state / In combination with the short-time gaming state). In view of this, the substantial jackpot type (the jackpot type based on the profits enjoyed by the player) includes the type of jackpot game to be executed and the game conditions newly set after the jackpot game ends ( It can be said that it is a combination with (game state). Therefore, hereinafter, apart from the type of jackpot based on the special figure stop symbol data, based on the combination of the type of jackpot game derived by the jackpot and the game conditions after the jackpot game, that is, based on the type of profit that the player enjoys The jackpot type can be classified.

  The jackpot that is set to 50 high-probability game states and 100 time-short game states (probability variable game state) is set to “high-probability long time short-and-long (1) , The long win game is executed by winning the jackpot, and then the high win is set to 50 high-probability game states and 80 short-time game states are set to “high-probability middle-time short- and long-term wins (probability 2 wins)”. A jackpot that is executed in a win game and then set to 50 high-probability game states and 60 time-short game states is referred to as “high-probability short-time short-short win (probability variable jackpot 3)”.

  When the jackpot is won, the normal game state is set when the jackpot game starts regardless of the state before the jackpot game. That is, during the jackpot game, the low probability game state and the non-short-time game state are entered.

(Control processing of main control board)
Next, control processing executed by the main CPU 101a in the main control board 101 will be described.

(Main processing of main control board)
The main process of the main control board 101 will be described with reference to FIG.

  When power is supplied from the power supply board 107 to the main CPU 101a, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.

  First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a reads the activation program from the main ROM 101b in response to power-on, determines whether a RAM clear switch (not shown) is on, and the RAM clear switch is on. First, processing for initializing each storage area of the main RAM 101c is performed. When the RAM clear switch is not turned on, processing for restoring (returning) the control state to before the power-off (power failure) is performed.

  In step S20, the main CPU 101a updates the special figure fluctuation random number for determining the special figure fluctuation pattern in the fluctuation display of the special symbol composed of the reach determination random number and the special figure fluctuation pattern determination random number. .

  In step S30, the main CPU 101a updates an initial value random number including an initial value random number for jackpot determination, an initial value random number for special symbol determination, an initial value random number for hit determination, and the like. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.

(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG. The following timer interrupt processing is executed by generating a clock pulse every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 101.

  First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.

  In step S110, the main CPU 101a performs a special game variable counter update process, a special symbol stop time update process, an opening time update process, an open / close time update process for the special winning opening 8, and the like. And the time control process which updates the auxiliary | assistant game timer counter which performs the update process of the change time of a normal symbol, the update process of the stop time of a normal symbol, the update process of the opening / closing time of the 2nd start port 7, etc. is performed.

  In step S120, the main CPU 101a updates a specific random number composed of a jackpot determination random number, a special symbol determination random number, a hit determination random number, and a normal symbol determination random number.

  In step S130, the main CPU 101a performs an initial value random number update process for updating the jackpot determining initial value random number, the special symbol initial value random number, and the winning determination initial value random number.

  For updating various random numbers, the random number is updated by adding “1” to a random number counter provided for each type of random number. Various random numbers have a random number range. The random number range is from “0” to the maximum value determined for the random number. In the update of the random number, when the random number indicated by the random number counter is the maximum value in the random number range, the random number counter is returned to “0” without adding “1”, and the random number indicated by the random number counter is set once after being rounded. When the round initial value is reached, the initial random number at that time is set as a new round initial value, and each random number is newly updated.

  In step S200, the main CPU 101a performs input control processing. In this process, the main CPU 101a performs an input control process for determining whether or not a new valid signal is transmitted from a predetermined detection sensor. Details will be described later with reference to FIGS.

  In step S300, the main CPU 101a performs the first special symbol display device 20, the second special symbol display device 21, the first special symbol hold display device 23, the second special symbol hold display device 24, and the special prize opening control device 80. Special symbol special electric control processing (special symbol related processing) for performing the above control (control of the special symbol system device). Details will be described later with reference to FIGS.

  In step S400, the main CPU 101a performs a normal signal normal power control process (normal signal control) for controlling the normal symbol display device 22, the normal symbol hold display device 25, and the second starting port control device 70 (control of the normal symbol system device). Perform symbolic processing. Details will be described later with reference to FIGS.

  In step S500, the main CPU 101a performs a payout control process. In this process, the main CPU 101a determines whether or not the winning ball counters corresponding to the starting port (the first starting port 6 and the second starting port 7), the big winning port 8 and the general winning port 11 have exceeded “0”. If it exceeds “0”, a prize ball request signal indicating the number of prize balls corresponding to each winning opening is transmitted to the payout control board 103. When a prize ball signal is transmitted, an update process for subtracting “1” from the prize ball counter related to the signal is performed.

  In step S600, the main CPU 101a, external signal output control data for outputting information related to the game as an external signal to an external device such as the game information display device 700, the second start port opening / closing solenoid 70B, and the big prize opening / closing solenoid Drive control data for driving 80B (start opening / closing solenoid drive data and big prize opening / closing solenoid drive data), and predetermined symbols on the symbol display devices 20, 21, 22 and the hold display devices 23, 24, 25 Data creation processing of display control data (special symbol display data, normal symbol display data, special symbol hold display data, normal symbol hold display data) for display is performed.

  In step S700, the main CPU 101a performs output control processing. In this process, first, a port output process for outputting a signal based on the external signal output control data and the drive control data created in S600 is performed. Subsequently, in order to light each LED of the symbol display devices 20, 21, and 22 and the hold display devices 23, 24, and 25, display device output processing for outputting a signal based on the display control data created in step S600 is performed. . Finally, command transmission processing for transmitting the command set in the transmission buffer of the main RAM 101c to another board is also performed.

  In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.

  The input control process will be described with reference to FIG. First, in step S210, the main CPU 101a determines whether or not a detection signal is input from the general winning opening detection sensor 11a, that is, whether or not a game ball has entered the general winning opening 11. When the main CPU 101a does not input a detection signal from the general winning opening detection sensor 11a, the main CPU 101a moves the process to step S220. When the main CPU 101a receives a detection signal from the general winning opening detection sensor 11a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.

  In step S220, the main CPU 101a determines whether or not the detection signal from the big winning opening detection sensor 8a has been inputted, that is, whether or not the game ball has entered the big winning opening 8. When the main CPU 101a has not input a detection signal from the special winning opening detection sensor 8a, the main CPU 101a moves the process to step S230. When the main CPU 101a receives a detection signal from the big prize opening detection sensor 8a, the main CPU 101a updates the big prize mouth prize ball counter used for the prize ball by adding predetermined data and updates the big prize mouth 8. The counter value of the large winning opening prescribed winning counter (C) for counting the played game balls is added and updated.

  In step S230, the main CPU 101a determines whether or not the detection signal from the first starting port detection sensor 6a has been input, that is, whether or not the game ball has entered the first starting port 6 (starting region). Details will be described later with reference to FIG.

  In step S240, the main CPU 101a determines whether or not the detection signal from the second starting port detection sensor 7a has been input, that is, whether or not the game ball has entered the second starting port 7 (starting region). Details will be described later with reference to FIG.

  In step S250, the main CPU 101a determines whether or not the detection signal from the winning gate detection sensor 10a has been input, that is, whether or not the game ball has passed the winning gate 10 (starting area). Details will be described later with reference to FIG.

(First control port detection signal input process of main control board)
Next, the first start port detection signal input process will be described with reference to FIG. In step S231, the main CPU 101a determines whether or not there is a valid detection signal from the first start port detection sensor 6a. If there is no valid detection signal, the first start port detection signal input process is terminated. If there is a valid detection signal, the start port prize ball counter for paying out a prize ball is incremented by “1” in step S232. And a first start port winning process for turning on the first start port winning flag in the first start port winning flag storage area of the main RAM 101c.

  In step S233, the main CPU 101a determines whether or not the counter value of the first special figure hold number counter for counting the first special figure hold number (U1) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U1) is not less than 4, the main CPU 101a ends the first start port detection signal input process, and if the main CPU 101a determines that the first special figure reservation number (U1) is less than 4, the step In S234, the counter value of the first special figure reservation number counter is incremented by "1" and updated.

  In step S234, the main CPU 101a updates the first special symbol hold number (U1) displayed on the first special symbol hold display device 23 in order to update the special symbol hold display data indicating the hold number in the main RAM 101c. Set to area. In step S235, the main CPU 101a sets a first special symbol memory designation command corresponding to the first special symbol reservation number (U1) in the effect transmission data storage area (transmission buffer) of the main RAM 101c. Thereby, the production control board 102 is notified of the first special figure reservation number (U1).

  In step S236, the main CPU 101a determines the jackpot determination random number indicated by the jackpot determination random number counter, the special symbol determination random number indicated by the special symbol determination random number counter, the reach determination random number indicated by the reach determination random number counter, and the special figure variation pattern. The random number for special figure fluctuation pattern determination indicated by the random number counter for determination is stored in the first special symbol holding storage area. Hereinafter, the jackpot determination random number, the special symbol determination random number, the reach determination random number, and the special figure variation pattern determination random number are collectively referred to as “special pattern determination information”.

  The first special symbol storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11A), and the special figure determination information is a number in a storage unit in which random numbers are not stored. Are stored in order from the smallest storage unit. Each storage unit has an area for each stored random number (see FIG. 11B).

  In step S237, the main CPU 101a performs a first preliminary determination based on the game ball entering the first start port 6. Here, the first preliminary determination will be described.

  Specifically, in the first preliminary determination, stop symbol data of the first special symbol and the first special diagram variation pattern are determined based on the special symbol determination information acquired in step S236. That is, the main CPU 101a stops the first special symbol as a first pre-determination before performing a jackpot determination process (step S311), a special symbol determination process (step S312), and a special symbol variation pattern determination process (step S313) described later. The symbol data and the first special figure variation pattern are determined.

  Then, in step S238, the main CPU 101a sends the stop symbol data of the first special symbol determined in the first pre-determination and the first start opening winning designation command corresponding to the first special symbol fluctuation pattern to the transmission data for the effect in the main RAM 101c. This is set in the storage area (transmission buffer), and the first start port detection signal input process is terminated.

(Second control port detection signal input process of main control board)
Next, the second start port detection signal input process will be described with reference to FIG. In step S241, the main CPU 101a determines whether or not there is a valid detection signal from the second start port detection sensor 7a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the second start port detection signal input process. If it determines that there is a valid detection signal, the main CPU 101a moves the process to step S242.

  In step S242, the main CPU 101a updates the start opening prize ball counter for paying out the winning balls by adding “1”, updates the second start opening prize specifying counter by adding “1”, and updates the main opening prize winning counter. A second start port winning process for turning on the second start port winning flag in the second start port winning flag storage area of the RAM 101c is performed. The second start opening prize prescribed counter counts the number of wins to the second start opening 7 in one auxiliary game. This is because, in the present embodiment, the number of balls entering the second starting port 7 for a single auxiliary game is limited.

  In step S243, the main CPU 101a determines whether or not the counter value of the second special symbol reservation number counter for counting the second special symbol reservation number (U2) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U2) is not smaller than 4, the main CPU 101a ends the second start port detection signal input process, and if it determines that the second special figure holding number (U2) is smaller than 4, the step The processing is moved to S244.

  In step S244, the main CPU 101a adds “1” to the counter value (U2) of the second special figure pending number counter and updates it. Further, in step S244, the main CPU 101a updates the second special symbol hold number (U2) displayed on the second special symbol hold display device 24 in step S244 to display the special symbol hold display data indicating the hold number in the main RAM 101c. Set to a predetermined area. In step S245, the main CPU 101a sets a second special symbol memory designation command corresponding to the second special symbol reservation number (U2) in the effect transmission data storage area (transmission buffer) of the main RAM 101c. Thereby, the second special figure reservation number (U2) is notified to the effect control board 102.

  In step S246, the main CPU 101a determines the jackpot determination random number indicated by the jackpot determination random number counter, the special symbol determination random number indicated by the special symbol determination random number counter, the reach determination random number indicated by the reach determination random number counter, and the special figure variation pattern. The random number for special pattern fluctuation pattern determination indicated by the random number counter for determination is stored in the second special symbol storage area.

  The second special symbol holding storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11A), and the special figure determination information is a number in a storage unit in which no random number is stored. Are stored in order from the smallest storage unit. Each storage unit has an area for each stored random number (see FIG. 11B).

  And main CPU101a performs the 2nd prior determination based on the entrance into the 2nd starting port 7 in step S247. Here, the second prior determination will be described.

  Specifically, in the second pre-determination, the stop symbol data of the second special symbol and the second special diagram variation pattern are determined based on the special symbol determination information acquired in step S246. That is, the main CPU 101a performs stop symbol data of the second special symbol as the second pre-determination before performing the jackpot determination processing (step S311), the special symbol determination processing (step S312), and the special symbol variation pattern determination processing (step S313). The second special figure variation pattern is determined.

  Then, in step S248, the main CPU 101a sends the stop symbol data of the second special symbol determined in the second preliminary determination and the second start opening prize designation command corresponding to the second special symbol fluctuation pattern to the transmission data for the effect in the main RAM 101c. This is set in the storage area (transmission buffer), and the second start port detection signal input process is terminated.

(Main control board winning gate detection signal input processing)
Next, winning gate detection signal input processing will be described with reference to FIG. In step S251, it is determined whether there is a valid detection signal from the winning gate detection sensor 10a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the main winning gate detection signal input process. If the main CPU 101a determines that there is a valid detection signal, the main CPU 101a moves the process to step S252.

  In step S252, the main CPU 101a determines whether or not the counter value of the normal symbol holding number counter for counting the number of normal symbol holdings (G) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (G) is not smaller than 4, the main winning gate detection signal input process is terminated, and if it is determined that the counter value (G) is smaller than 4, the process proceeds to step S253.

  In step S253, the main CPU 101a adds “1” to the counter value (G) of the general-purpose pending number counter and updates it. In step S253, the main CPU 101a updates the normal symbol hold number (G) displayed on the normal symbol hold display device 25 in the predetermined area of the main RAM 101c in order to update the normal symbol hold number (G). set. Further, in step S254, the main CPU 101a sets a normal symbol storage designation command corresponding to the number of reserved symbols (G) in the effect transmission data storage area (transmission buffer) of the main RAM 101c. As a result, the drawing reservation number (G) is notified to the effect control board 102.

  In step S255, the main CPU 101a determines a hit determination random number indicated by the hit determination random number counter, a normal symbol determination random number indicated by the normal symbol determination random number counter, and a normal pattern variation pattern determination random number indicated by the normal symbol variation pattern determination random number counter. Is stored in the normal symbol storage area, and the winning gate detection signal input process is terminated. Hereinafter, the hit determination random number, the normal symbol determination random number, and the common pattern variation pattern determination random number are collectively referred to as “normal pattern determination information”.

  The normal symbol holding storage area is divided into a first storage unit to a fourth storage unit (see FIG. 11C), and the common symbol determination information is a memory having a small number in a storage unit in which random numbers are not stored. It is memorized in order from the part. Each storage unit has an area for each stored random number (see FIG. 11D).

(Special figure special electric control processing of main control board)
Next, the special figure special electric control process will be described with reference to FIG. In step S301, the value of the special figure special electricity processing data is loaded, and the branch destination address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step S310). ), The process moves to the special symbol variation process (step S320) if the special symbol special electric processing data = 1, and the special symbol stop process (step S330) if the special symbol special electric treatment data = 2. If the special figure special electric processing data = 3, the process is transferred to the jackpot game process (step S340), and if the special figure special electric process data = 4, the process is transferred to the big hit game end process (step S350). Details will be described later with reference to FIGS.

(Special symbol memory judgment processing of the main control board)
The special symbol memory determination process will be described with reference to FIG. First, in step S310-1, the main CPU 101a determines whether or not the special symbol is being variably displayed. If the main CPU 101a determines that the special symbol variation display is in progress, the main CPU 101a ends the special symbol storage determination process. If the main CPU 101a determines that the special symbol variation display is not in progress, the main CPU 101a shifts the processing to step 310-2.

  In step S310-2, the main CPU 101a determines whether or not the second special figure holding number (U2) is 1 or more. If it is determined that the second special figure hold number (U2) is not 1 or more, the process proceeds to step S310-4. If it is determined that the second special figure hold number (U2) is 1 or more, the process proceeds to step S310-3. Move processing.

  In step S310-3, the main CPU 101a updates the counter value of the second special symbol hold number counter by subtracting “1”, and in step S310-6, corresponds to the second special figure hold number (U2) after the subtraction. The special symbol memory designation command is set in the effect transmission data storage area (transmission buffer) of the main RAM 101c.

  In step S310-7, the main CPU 101a sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area, and in step S310-8, the data stored in the second special symbol holding storage area. The special figure determination information stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit.

  For example, the special symbol determination information stored in the fourth storage unit of the second special symbol reservation storage area is shifted to the third storage unit of the second special symbol reservation storage region. Also, the special symbol determination information stored in the first storage unit of the second special symbol storage area is shifted to the special symbol common storage area (the zeroth storage unit) common to the first special symbol and the second special symbol. Then, the special figure determination information stored in the 0th storage unit is deleted. Thereby, the special figure determination information used in the previous game is deleted. Further, the special figure stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.

  On the other hand, in step S310-4, the main CPU 101a determines whether or not the first special figure hold number (U1) is 1 or more. If the main CPU 101a determines in step S310-4 that the first special figure hold number (U1) is 1 or more, the main CPU 101a moves the process to step S310-5.

  In step S310-5, the main CPU 101a updates the counter value of the first special symbol reservation number counter by subtracting “1”, and in step S310-6, corresponds to the first special figure reservation number (U1) after the subtraction. A special symbol memory designation command is set in the effect transmission data storage area (transmission buffer) of the main RAM 101c.

  In step S310-7, the main CPU 101a sets a gaming state designation command corresponding to the current gaming state in the effect transmission data storage area, and in step S310-8, the data stored in the first special symbol holding storage area. The special figure determination information stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit.

  For example, the special symbol determination information stored in the fourth storage unit of the first special symbol reservation storage area is shifted to the third storage unit of the first special symbol reservation storage region. Also, the special symbol determination information stored in the first storage unit of the first special symbol storage area is shifted to the special symbol storage area (the zero storage unit) and stored in the zero storage unit. The figure determination information is deleted. Thereby, the special figure determination information used in the previous game is deleted. Further, the special figure stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.

  In addition, in order to update the 1st special figure reservation number (U1) or the 2nd special figure reservation number (U2) with the shift process of the special figure determination information in step S310-8, specifically, the data In order to change the display contents of the special symbol hold display devices 23 and 24 corresponding to the type of the start port according to the above, first and second special symbol hold display data are set in a predetermined area of the main RAM 101c. The hold display data includes information on the type of the special symbol hold display device and information on the special symbol hold number (U1 or U2).

  In the present embodiment, in steps S310-2 to S310-8, the second special symbol reserved storage area is given priority over the first special symbol reserved storage area (the second special figure reserved number is set as the first special figure reserved number). The first special symbol reserved memory area or the second special symbol reserved memory area is shifted in the order in which the game balls enter the starting opening (the first special figure reserved number). And the second special symbol reservation number may be digested in the order of winning), and the first special symbol reservation storage area is given priority over the second special symbol reservation storage area (the first special figure reservation number is the second). It may be given priority over the number of special figure reservations.

  If it is determined in step S310-4 that the first special figure hold number (U1) is not 1 or more, the process proceeds to steps S319-1 to S319-3 to set a customer waiting state. Wait state setting processing is performed. The waiting state for a customer means a state in which a special symbol variation display and a special game (a jackpot game) are not executed, but includes that a normal symbol variation display and an auxiliary game are not executed. May be.

  As the customer waiting state setting process, the main CPU 101a first determines whether or not the customer waiting state determination flag “01H” is set in the customer waiting state determination flag storage area in step S319-1. When the customer waiting state determination flag “01H” is set in the customer waiting state determination flag storage area, the main CPU 101a ends the special symbol storage determination process, and determines the customer waiting state determination in the customer waiting state determination flag storage area. If the flag “01H” is not set, the process proceeds to step S319-2.

  In step S319-2, the main CPU 101a sets the customer waiting state determination flag “01H” in the customer waiting state determination flag storage area because the customer waiting state is not repeatedly set.

  In step S319-3, the main CPU 101a sets a customer waiting state designation command in the effect transmission data storage area, and ends the special symbol memory determination process. As a result, the effect control board 102 is notified that the customer is waiting.

  In step S311, the main CPU 101a executes a jackpot determination process based on the data shifted in step S310-8 and newly stored in the zeroth storage unit.

(Main control board jackpot determination process)
Here, the jackpot determination process will be described with reference to FIG. First, in step S311-1, the main CPU 101a determines whether or not the current special symbol fluctuation display is a first special symbol fluctuation display based on the subtraction of the first special figure reservation number (U1).

  If the main CPU 101a determines in step S311-1 that the display is a variation display of the first special symbol, in step S311-2, the main CPU 101a selects the first special symbol jackpot determination table. On the other hand, when determining that the main CPU 101a is not the first start port 6 (the second start port 7) in step S311-1, the main CPU 101a selects the second special symbol jackpot determination table in step S311-3.

  Next, in step S311-4, the main CPU 101a determines whether or not a flag is turned on in the high probability flag storage area. Here, the fact that the flag is turned on in the high-probability flag storage area means that the current jackpot winning probability is a high-probability gaming state.

  If the main CPU 101a determines in step S311-4 that the flag is ON in the high probability flag storage area, in step S311-5, the main CPU 101a further selects “from the table selected in step S311-2 or step S311-3”. The “first high probability jackpot determination table” or the “second high probability jackpot determination table” is selected.

  On the other hand, when the main CPU 101a determines that the flag is not turned on in the high probability flag storage area, in step S311-6, the “first low probability” is further selected from the table selected in step S311-2 or step S311-3. "Big jackpot determination table" or "Second low probability jackpot determination table" is selected.

  In step S311-7, the main CPU 101a shifts the jackpot determination random number in the 0th storage unit after being shifted in step S310-6 to the “high probability jackpot selected in step S311-5 or step S311-6”. It is checked against “determination table” or “low-probability jackpot determination table” to determine whether it is “big jackpot” or “losing”, and this jackpot determination process is terminated.

  When the big hit determination process ends, the main CPU 101a returns to the special symbol storage determination process shown in FIG. 19, and performs the special symbol determination process in step S312. In the special symbol determination process, a special symbol that is stopped and displayed in the special symbol display devices 20 and 21 is determined based on the result of the jackpot determination process. Here, the special symbol determination process will be described with reference to FIG.

  First, the main CPU 101a determines in step S312-1 whether or not the result of the jackpot determination is “winning winning”. If it is determined that the game is a “hit winning”, the main CPU 101a selects a special symbol determination table for the jackpot winning in step S312-4. The processing is moved to S312-2.

  In step S312-2, the main CPU 101a performs reach determination. Specifically, the reach determination random number value shifted in step S310-8 and stored in the 0th storage unit is collated with the reach determination table.

  In step S <b> 312-3, the main CPU 101 a determines whether or not “reach” is determined as a result of the reach determination in step S <b> 312-2. If it is determined that “reach is present”, the process proceeds to step S312-5, and a special symbol determination table for reach loss is selected. On the other hand, if it is not “reach”, that is, it is determined that “no reach”, the process proceeds to step S312-6 to select a special symbol determination table for loss without reach.

  In step S312-7, the main CPU 101a confirms the start port related to the special symbol memory determination process based on the flag turned on in the start port winning flag storage area (the first start port 6 or the second start port 7). In step S312-8, one of the special symbol determination table for the first startup port and the special symbol determination table for the second startup port is selected based on the type of the startup port.

  In step S312-9, the main CPU 101a performs a special symbol determination in which the special symbol determination random number value shifted in step S310-8 and stored in the 0th storage unit is checked against the selected special symbol determination table.

  In step S312-10, an effect symbol designation command is determined based on the result of the special symbol determination in step S312-9, and the determined effect symbol designation command is set in the effect transmission data storage area.

  Next, the main CPU 101a determines in step S312-1 that stop symbol data related to the special symbol (hereinafter referred to as "special symbol stop symbol data") based on the result of the special symbol determination in step S312-11, that is, the special symbol. The determined special figure stop symbol data is set in a predetermined area of the main RAM 101c.

  As will be described later, the determined special symbol stop symbol data determines “special bonus special symbol” or the like in the special symbol stop pattern of FIG. 24 when determining the special symbol variation pattern in the special symbol variation pattern determination process of FIG. At this time, it is also used when determining the opening / closing mode of the big winning opening 8 in the big hit game processing of FIG.

  In step S312-2, the main CPU 101a compares the special figure stop symbol data with the game condition data determination table, sets the game condition data, and ends the special symbol determination process. Specifically, the main CPU 101a confirms the high probability flag storage area, and selects a game condition data determination table according to the current status of the jackpot winning probability. Next, the special condition stop symbol data is compared with the selected game condition data determination table to determine the game condition data, and set in the game condition data storage area of the main RAM 101c.

  When the special symbol determination process is completed as described above, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 19 and performs the special symbol variation pattern determination process in step S313. In the special figure fluctuation pattern determination process, a special figure fluctuation pattern including information on the special figure fluctuation time and the effect type of the fluctuating effect described later, based on the result of the jackpot determination, the result of the special symbol determination, and the result of the reach determination decide.

(Special map variation pattern judgment process of main control board)
The special figure variation pattern determination process will be described with reference to FIG. First, in step S313-1, the main CPU 101a refers to ON / OFF of a high-probability flag, which will be described later, and ON / OFF of a short-time flag, to determine the current gaming state (high probability gaming state / low probability gaming state, and (Time saving gaming state / non-time saving gaming state) is checked, and a special figure variation pattern determination table associated with the gaming state is selected.

  In step S313-2, the main CPU 101a checks the special figure stop symbol data stored in the main RAM 101c, and determines a special figure variation pattern determination table based on the special figure stop symbol data. This is because in the present embodiment, the special figure variation pattern determination table divided according to the gaming state is further divided by special figure stop symbol data.

  In addition, when the special figure stop symbol data is “19” or “29”, that is, when the result of the special symbol lottery is losing without reach, the number of special figure suspensions (U1 or The special figure fluctuation pattern determination table is determined based on U2). This is because, in the present embodiment, the special figure variation pattern determination table related to the reachless loss is also divided according to the special figure reservation number.

  When the special figure fluctuation pattern determination table is determined, the main CPU 101a performs special figure fluctuation pattern determination in step S313-3. Specifically, a special figure fluctuation pattern determination random number is collated with the determined special figure fluctuation pattern determination table to determine a special figure fluctuation pattern.

  When the main CPU 101a determines the special symbol variation pattern, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 19, and in step S310-9, the special graphic variation pattern designation command corresponding to the special symbol variation pattern is transmitted for the effect in the main RAM 101c. Set in the data storage area.

  As a result, the special figure variation pattern designation command is transmitted to the effect control board 102, and the effect control board 102 receives the game state designation command, the production symbol designation command, and the special figure variation pattern designation command, thereby displaying the variation of the special symbol. Is determined, and the variation effect pattern associated with the content of the variation effect is determined based on the game state designation command, the effect symbol designation command, and the special figure variation pattern designation command. It should be noted that the effect control board 102 may recognize that the special symbol variation display starts upon reception of the effect symbol designation command and / or the special symbol variation pattern designation command. Further, the gaming state designation command may be transmitted after the transmission of the effect symbol designation command or the special figure variation pattern designation command.

  In step S310-10, the main CPU 101a sets the special figure change time (see FIGS. 8 and 9) associated with the special figure change pattern in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.

  In step S310-11, the main CPU 101a sets special symbol variation display data for the first special symbol display device 20 or the second special symbol display device 21 to perform the special symbol variation display. The special symbol variation display data includes information such as the type of the special symbol display device to be operated, the variation display mode, and the variation time.

  In step S310-12, the main CPU 101a sets the flag “00H” in the customer waiting state determination flag storage area, that is, clears the customer waiting state determination flag storage area, thereby ending the customer waiting state. At 13, the special symbol special electricity processing data = 1 is set, and the special symbol memory determination processing is terminated.

(Special design variation processing of main control board)
Next, the special symbol variation process will be described with reference to FIG. First, in step S320-1, the main CPU 101a determines whether or not the special symbol variation display ends, in other words, whether or not the special symbol variation time set in step S310-10 has elapsed (special game timer). Counter = 0?). As a result, if it is determined that the special symbol variation display does not end, the special symbol variation processing is terminated, and the next subroutine is executed.

  If the main CPU 101a determines that the variation display of the special symbol is terminated, in step S320-2, the main CPU 101a produces a special symbol variation stop designation command to notify the rendering control board 102 that the variation display of the special symbol is terminated. Set in the transmission data storage area.

  In step S320-3, the main CPU 101a displays special figure stop display data based on the special figure stop symbol data set in step S312-11 in order to stop and display the special symbols on the special symbol display devices 20 and 21. Set. Thereby, the result of the special symbol lottery is notified to the player. In step S320-4, the main CPU 101a sets the time required for the special symbol stop display (hereinafter referred to as "special figure stop time", for example, 0.8 seconds) to the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.

  In step S320-5, the main CPU 101a sets 2 in the special figure special electricity processing data, and in step S320-6, turns off the first starting opening prize flag or the second starting opening prize flag, and this special symbol variation process. Exit.

(Special design stop processing for main control board)
The special symbol stop process will be described with reference to FIG. First, the main CPU 101a first determines whether or not the special symbol stop display ends in step S330-1, in other words, the special figure stop time set in the special game timer counter in step S320-4 has elapsed. Determine whether or not. As a result, when it is determined that the special symbol stop display does not end, the special symbol stop processing is terminated, and when it is determined that the special symbol stop display ends, the process proceeds to step S330-2.

  In step S330-2, the main CPU 101a determines whether or not the time reduction flag is turned on (set) in the time reduction flag storage area of the main RAM 101c. The fact that the hour / hour flag is ON in the hour / hour flag storage area means that the current state is the hour / hour gaming state. If the hour / hour flag is ON in the hour / hour flag storage area, the process proceeds to step S330-3. If the hour / hour flag is OFF in the hour / hour flag storage area, the process proceeds to step S330-7.

  In step S330-3, the main CPU 101a calculates “1” from the counter value of the remaining number counter in the short time gaming state indicating the remaining number of times the special symbol change display according to the short time gaming state (J: hereinafter referred to as “the remaining number of short time gaming states”). The operation value (J-1) obtained by subtracting "is stored as the remaining time-saving gaming state count (J).

  In step S330-4, the main CPU 101a sets a short time number designation command corresponding to the short time state remaining number of times (J) in the effect transmission data storage area. As a result, the time-saving gaming state remaining number (J) is notified to the effect control board 102, and processing for displaying the time-short remaining number information (also referred to as remaining time-short number information) on the image display device 14 is performed.

  In step S330-5, the main CPU 101a determines whether or not the remaining time-saving gaming state count (J) = 0. If the remaining time-saving gaming state (J) = 0, the process proceeds to step S330-6. If the remaining time-saving gaming state (J) = 0, the process proceeds to step S330-7.

  In step S330-6, the main CPU 101a turns OFF (clears) the time reduction flag stored in the time reduction flag storage area of the main RAM 101c. It should be noted that the fact that the short time gaming state remaining number (J) is “0” means that the special symbol is displayed in a variable number of times (Ja) in the short time gaming state. Means to end.

  In step S330-7, the main CPU 101a determines whether or not the high probability flag is set (set) in the high probability flag storage area of the main RAM 101c. The fact that the high probability flag is ON in the high probability flag storage area means that the current state is a high probability gaming state. If the high probability flag storage area is turned on, the process proceeds to step S330-8. If the high probability flag storage area is turned off, the process proceeds to step S330-12. Move.

  In step S330-8, the main CPU 101a displays the counter value of the high-probability gaming state remaining number counter indicating the remaining number of times of display of the special symbol variation display due to the high-probability gaming state (X: hereinafter referred to as “the remaining number of high-probability gaming states”). The operation value (X−1) obtained by subtracting “1” from the value is stored as a new high probability gaming state remaining number (X).

  In step S330-9, the main CPU 101a sets a high probability count designation command corresponding to the high probability gaming state remaining count (X) set in the high probability gaming state remaining count counter in the effect transmission data storage area. Thereby, the high probability game state remaining number (J) is notified to the effect control board 102, and processing for displaying the high probability remaining number information (also referred to as remaining probability variation number information) on the image display device 14 is performed.

  In step S330-10, the main CPU 101a determines whether or not the high probability gaming state remaining count (X) = 0. If the high probability gaming state remaining number (X) = 0, the process proceeds to step S330-11. If the high probability gaming state remaining number (X) = 0 is not satisfied, the process proceeds to step S330-12.

  In step S330-11, the main CPU 101a turns off the high probability flag stored in the high probability flag storage area. Note that the high probability gaming state remaining count (X) is “0” means that the special symbol is displayed in a variable number of executable times (Xa) in the high probability gaming state, and the special symbol based on the “high probability” state. This means that the fluctuation display of is finished.

  In step S330-12, the main CPU 101a confirms the state of the current game condition, and sets a game state designation command indicating the game state in the effect transmission data storage area. Thereby, the current gaming state is notified to the effect control board 102.

  In step S330-13, the main CPU 101a determines whether or not the determination result of the jackpot determination related to the special symbol stop process is “jackpot”. Specifically, it is determined whether or not the special symbol stop symbol data stored in the special symbol stop symbol data storage area relates to the jackpot special symbol (special symbol stop symbol data = 10 to 12, 20 to 21). To do. Here, if it is not determined to be a special jackpot symbol, the process proceeds to step S330-14, and if it is determined to be a special jackpot symbol, the process proceeds to step S330-15.

  In step S330-14, the main CPU 101a sets the special figure special electricity processing data to 0, and performs a process for moving the process to the special symbol storage determination process shown in FIG.

  In step S330-15, the main CPU 101a sets 3 to the special figure special electricity processing data, and in step S330-16, the game condition flag storage area (time-short flag storage area and high probability flag storage area), high probability gaming state Reset (clear) the remaining fluctuation counter and the remaining fluctuation counter in the short-time gaming state. That is, the low probability gaming state and the non-time-saving gaming state are controlled.

  In step S330-17, the main CPU 101a sets an opening designation command corresponding to the special figure stop symbol data in the effect transmission data storage area as the jackpot game opening process. Next, the main CPU 101a sets the opening time corresponding to the special figure stop symbol data in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.

(Big hit game processing of main control board)
The jackpot game process will be described with reference to FIG. First, in step S340-1, the main CPU 101a determines whether or not it is currently opening. The term “opening” as used herein refers to a period from the start of the jackpot game to the start of the first round game (first opening of the big winning opening 8). If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to step S340-6.

  In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and if the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the set opening time has not elapsed, the main jackpot game process is terminated, the next subroutine is executed, and if the opening time has elapsed, the process proceeds to step S340-3. .

  In step S340-3, the main CPU 101a performs a jackpot game start process. Specifically, according to the special figure stop symbol data, which jackpot is confirmed, a jackpot opening / closing control table corresponding to the jackpot type is selected and set in a predetermined area of the main RAM 101c. Specifically, the long winning game winning prize opening / closing control table or the short winning game winning prize opening / closing control table is set in a predetermined area of the main RAM 101c in accordance with the special figure stop symbol data. Next, the main CPU 101a stores the value stored in the round game number storage area (by adding “1” to the round number (R). Note that at the time of step S340-3, the round game is performed once. Since it is not executed, the main CPU 101a stores “1” in the round game number storage area.

  In step S340-4, the main CPU 101a performs a special prize opening process. More specifically, the value stored in the special electricity operation number storage area (“1” is added to the special electricity operation number (K) and stored. Then, the main CPU 101a energizes the special prize opening opening / closing solenoid 80B. The big winning opening / closing solenoid energization start data is set in a predetermined area of the main RAM 101c in order to open the big winning opening 8. Here, the main CPU 101a displays the big winning opening / closing control table determined in step 340-3. Referring to the round number (R) and the special electric operation number (K), the opening time of the special winning opening 8 (the operating time of the special winning opening control device 80) is set in the special game timer counter. The game timer counter is subtracted every 4 ms in step S110.

  In step S340-5, the main CPU 101a performs a round designation command transmission determination process. Specifically, it is determined whether or not K = 1. If K = 1, a round designation command indicating the current round game number specified by the stored value of the round game number storage area is issued. Set in the production transmission data storage area. This is because information indicating that the round game starts is transmitted to the effect control board 102. For example, at the time of the first release of the first round game per long game, “1” is set in the round game number storage area and “1” is set in the special operation number storage area. A round designation command indicating one round game is set in the effect transmission data storage area. On the other hand, if “1” is not set in the special operation number storage area, the big hit game process is terminated without setting the round designation command in the effect transmission data storage area. That is, since the case where K = 1 means the start of a round game, the main CPU 101a transmits a round designation command only at the start of the round. When the effect control board 102 receives the round designation command, an effect display is performed on the image display device 14 such as “ROUND1”.

  In step S340-6, the main CPU 101a determines whether or not it is currently ending. Ending here refers to the period from the end of all previously set round games (after the final opening of the big winning opening 8 is completed) to the end of the big hit game. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-17, where it is determined whether or not the ending time has elapsed, and if it is determined that the current ending is not currently in progress, step S340-7 is performed. Move processing to.

  In step S340-7, the main CPU 101a determines whether or not the big prize opening 8 is open, that is, whether or not the big prize opening control device 80 is in operation. If the main CPU 101a determines that the big prize opening 8 is being opened, it determines in step S340-8 whether or not an “opening end condition” for ending the opening of the big prize opening 8 is satisfied. To do. As this “opening end condition”, the counter value of the special winning opening prescribed winning counter has reached a prescribed number (for example, nine) in the round game, or the maximum opening time has elapsed (special game timer counter = 0) Is adopted). If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-9. If it is determined that the “opening end condition” is not satisfied, the big hit game process is ended.

  In step S340-9, the main CPU 101a performs a special winning opening closing process. In the special prize opening closing process, the energization stop data of the special prize opening / closing solenoid 80B is set in a predetermined area of the sub RAM 102c to close the special prize opening 8, and the opening / closing of the special prize opening determined in step 340-3 is performed. Referring to the control table, based on the current round number (R) and special operation number (K), the closing time of the special winning opening 8 is set in the special game timer counter. As a result, the special winning opening 8 is closed.

  In step S340-10, the main CPU 101a determines whether or not one round game has ended. Specifically, in one round game, the special electric operation number (K) is the number of times of opening set in the round game, or the counter value (C) of the special prize opening prescribed prize counter is a prescribed number ( For example, it is determined whether or not such a condition is satisfied. If it is determined that one round game has been completed, the process proceeds to step S340-12. If it is determined that one round has not been completed, the big hit game process is ended.

  If the main CPU 101a determines in step S340-7 that the special winning opening 8 is not open, the main CPU 101a determines in step S340-11 whether a preset closing time has elapsed. As a result, if the closing time has not elapsed, the main jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-4.

  In step S340-12, the main CPU 101a performs a reset process. Specifically, the special electric operation number storage area is cleared and the counter value of the special prize opening prescribed winning counter is cleared.

  In step S340-13, the main CPU 101a determines whether or not the jackpot game has ended, that is, whether or not the value stored in the round game number storage area (round number (R) is the number of round games executed in the jackpot game). When determining “Yes”, the main CPU 101a shifts the process to step S340-15, and when determining “No”, the main CPU 101a shifts the process to step S340-14.

  In step S340-14, the main CPU 101a updates and stores the current round number (R) stored in the round game count storage area by adding “1”.

  In step S340-15, the main CPU 101a performs jackpot game end processing. Specifically, the round number (R) stored in the round game number storage area is reset.

  In step S340-16, the main CPU 101a performs an ending process. Specifically, according to the special figure stop symbol data, the type of jackpot is confirmed, and an ending designation command associated with the type of jackpot transmitted to the effect control board 102 is set in the effect transmission data storage area. Next, the main CPU 101a sets an ending time corresponding to the type of jackpot in the special game timer counter.

  In step S340-17, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-18 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated.

  In step S340-18, the main CPU 101a sets 4 to the special figure special electric processing data, and shifts the processing to the jackpot game end processing shown in FIG.

(Main control board jackpot game end processing)
The jackpot game end process will be described with reference to FIG. First, in step S350-1, the main CPU 101a loads game condition data.

  In step S350-2, the main CPU 101a collates the loaded game condition data with the game condition determination table, and determines whether or not to turn on the high probability flag in the high probability flag storage area. If the main CPU 101a determines that the high probability flag is not turned ON, the process proceeds to step S350-5. If the main CPU 101a determines that the high probability flag is ON, in step S350-3, the high probability flag is stored in the high probability flag storage area of the main RAM 101c. While turning on (01H), high probability gaming state setting processing is performed in which the executable number (Xa) is set in the high probability gaming state remaining number counter.

  In step S350-4, the main CPU 101a sets a high probability count designation command corresponding to the high probability gaming state remaining count (X) set in the high probability gaming state remaining count counter in the effect transmission data storage area. Thereby, the high probability game state remaining number (J) is notified to the effect control board 102, and processing for displaying the high probability remaining number information (also referred to as remaining probability variation number information) on the image display device 14 is performed.

  In step S350-5, the main CPU 101a checks the loaded game condition data against the game condition determination table, and determines whether or not the time flag is turned on in the time flag storage area. If the main CPU 101a determines that the time reduction flag is not turned ON, the process proceeds to step S350-8. If the main CPU 101a determines that the time reduction flag is turned ON, the time reduction flag is turned ON in the time reduction flag storage area of the main RAM 101c in step S350-6. Then, a short time gaming state setting process is performed in which the executable number (Ja) is set in the short time gaming state remaining number counter.

  In step S350-7, the main CPU 101a sets a short time number designation command corresponding to the short time state remaining state number (J) set in the short time state remaining state number counter in the effect transmission data storage area. As a result, the time-saving gaming state remaining number (J) is notified to the effect control board 102, and processing for displaying the time-short remaining number information (also referred to as remaining time-short number information) on the image display device 14 is performed.

  In step S350-8, the main CPU 101a confirms the current game condition status, sets a game status designation command indicating the current game condition status in the effect transmission data storage area, and in step S350-9 The special electric processing data is set to 0, and the processing moves to the special symbol memory determination processing shown in FIG.

  In the present embodiment, a command indicating the number of remaining short-time gaming states (J) is transmitted as the time-saving number designation command. However, a command indicating the number of variable displays executed in the time-short gaming state may be used. Further, although a command indicating the high probability gaming state remaining number (X) is transmitted as the high probability number designation command, it may be a command indicating the number of times of variable display executed in the high probability gaming state.

  In addition, the short-time number of times designation command and the high probability number-of-times designation command are transmitted to the effect control board 102 separately from the gaming state designation command, but the short-time gaming state remaining number (J) and the high probability gaming state remaining number ( X) may be included in the game state designation command and transmitted to the effect control board 102. Further, it may be configured not to transmit the time reduction number designation command or the high probability number designation command to the effect control board 102.

(Main figure normal power control processing of main control board)
With reference to FIG. 27, the ordinary map normal power control process will be described. First, the main CPU 101a loads the value of the ordinary power transmission processing data in step S401, refers to the branch address from the loaded ordinary power transmission processing data loaded in step S402, and if the ordinary power transmission processing data = 0. For example, a normal symbol memory determination process including a normal symbol determination as to whether or not to execute the auxiliary game (open the second start port 7) based on the general symbol determination information acquired based on the winning to the winning gate 10 If the normal symbol display data 22 is fluctuating based on the normal symbol determination, the normal symbol variation process (step S420) is performed. If the normal symbol display data = 2, the normal symbol display unit 22 stops the normal symbol stop process (step S430). Data = if 3 controls the opening and closing of the second start hole 7 (actuating the second start hole control device 70) and moves the process to the auxiliary game process (step S440).

(Normal design memory judgment processing of the main control board)
The normal symbol memory determination process will be described with reference to FIG. First, in step S410-1, the main CPU 101a determines whether or not the normal symbol is being displayed in a variable manner. If it is determined that the normal symbol is being displayed, the main CPU 101a ends the normal symbol storage determination process. If it is determined that there is not, the process proceeds to step S410-2.

  In step S410-2, the main CPU 101a determines whether or not the counter value of the universal figure holding number counter for counting the universal figure holding number (G) is 1 or more. When the number of held general symbols (G) is “0”, the normal symbol variation display is not performed, so the normal symbol variation process is terminated.

  When the main CPU 101a determines in step S410-2 that the number of reserved symbols (G) is “1” or more, in step S410-3, the main CPU 101a determines from the counter value (G) of the normal symbol reservation number counter “G”. "1" is subtracted and updated, a new number of reserved common figure (G) is set, and in step S410-4, a normal symbol storage designation command corresponding to the subtracted number of reserved general figure (G) is transmitted for production. Set in the data storage area. As a result, the drawing reservation number (G) is notified to the effect control board 102.

  In step S410-5, the main CPU 101a performs a shift process of the normal symbol determination information stored in the normal symbol reservation storage area. Specifically, the common figure determination information stored in the first storage unit to the fourth storage unit is shifted to the storage unit with the previous number. At this time, the common symbol determination information stored in the previous storage unit is written in a predetermined processing area and is erased from the normal symbol holding storage area. Here, in order to change the display content of the normal symbol hold display device 25 in accordance with the shift of the general symbol determination information, specifically, the normal symbol hold display data for displaying the current general symbol hold number (G). Is set in a predetermined area of the main RAM 101c.

  In step S410-6, the main CPU 101a performs a hit determination, that is, a determination of a hit determination random number stored in the normal symbol holding storage area. Specifically, the main CPU 101a checks whether or not the hit determination random number for the normal symbol stored in the main ROM 101b is compared with the hit determination table shifted in step S410-5 and stored in the 0th storage unit. Judgment is made. In the present embodiment, the winning determination table is associated with the start opening winning ease state (non-short-time gaming state / short-time gaming state) (see FIG. 10A), so the short-time flag storage area And a hit determination table for a normal symbol related to the current start port winning easiness state is selected.

  In step S410-7, the main CPU 101a performs normal symbol determination. Specifically, the main CPU 101a performs normal symbol determination by collating the normal symbol determination random number stored in the 0th storage unit with the normal symbol determination table stored in the main ROM 101b after being shifted in step S410-5. As described above, since this normal symbol determination table is associated with the result of the hit determination (win / loss), the result of the hit determination is confirmed, and the normal symbol determination table related to the result of the hit determination is determined. select.

  In step S410-8, the main CPU 101a determines the stop symbol data related to the normal symbol (hereinafter referred to as “general symbol stop symbol data”), that is, the type of the normal symbol, based on the result of the normal symbol determination. The determined general symbol stop symbol data is set in a predetermined area of the main RAM 101c, and in step S410-9, a normal effect symbol designating command corresponding to the general symbol stop symbol data is set in the effect transmission data storage region. As a result, the normal stop data is notified to the effect control board 102.

  When the determined general symbol stop pattern data is determined in the normal symbol variation pattern determination, the auxiliary symbol processing pattern in FIG. 31 is used in the normal symbol stop pattern processing in FIG. Is also used when determining the opening / closing mode of the second starting port 7.

  In step S410-10, the main CPU 101a performs general-purpose variation pattern determination. Specifically, since the normal pattern variation pattern determination table for performing the universal map variation pattern determination is classified according to the start opening winning easiness state, the main CPU 101a first confirms the time-short flag storage area, A general-purpose variation pattern determination table according to the current start opening winning easiness state is selected. Then, the main CPU 101a compares the random number for determining the customary pattern variation pattern stored in the 0th storage unit in the step S410-5 with the selected regular pattern variation pattern determination table, and determines the regular pattern variation pattern (ordinary diagram). (Variation time).

  In step S410-11, the main CPU 101a sets a normal pattern change pattern designation command corresponding to the determined normal figure change pattern in the effect transmission data storage area of the main RAM 101c. The normal pattern change pattern designation command is transmitted to the effect control board 102, and the effect control board 102 recognizes that the change display of the normal symbol starts by receiving this command, and can execute the roulette effect described later.

  In step S410-12, the main CPU 101a sets the base map change time corresponding to the determined base map change pattern in the auxiliary game timer counter. The auxiliary game timer counter is subtracted every 4 ms in step S110.

  In step S410-13, the main CPU 101a sets the normal symbol variation display data to perform the normal symbol variation display on the ordinary symbol display device 22. If the result of the hit determination is a hit, the main CPU 101a proceeds to step S410-14. The normal game stop symbol data is collated with the auxiliary game reference data determination table to determine auxiliary game reference data and set in the auxiliary game reference data storage area of the main RAM 101c.

  In step S410-15, the main CPU 101a sets “1” in the normal-use normal power processing data, and ends the normal symbol variation processing. The normal symbol variation display data includes information such as the type of the normal symbol display device 22 to be operated, the variation display mode, and the variation time.

(Normal design variation processing of the main control board)
Next, the normal symbol variation process will be described with reference to FIG. First, in step S420-1, the main CPU 101a ends the normal symbol fluctuation display, in other words, whether or not the normal figure fluctuation time set in step S410-12 has elapsed (auxiliary game timer counter). = 0). As a result, when it is determined that the normal symbol variation display does not end, the normal symbol variation processing is terminated and the next subroutine is executed.

  In step S420-2, the main CPU 101a sets a normal effect symbol stop designation command in the effect transmission data storage area. In step S420-3, the main CPU 101a performs normal processing based on the normal symbol stop symbol data set in step S410-8. Data for stop display of general symbols for stopping display on the symbol display device 22 is set. As a result, the player is notified of the result of the normal symbol lottery. In step S420-4, the main CPU 101a sets a normal symbol stop time (for example, 0.8 seconds) in the auxiliary game counter. The auxiliary game timer counter is subtracted every 4 ms in step S110.

  Then, in step S420-5, the main CPU 101a sets 2 to the general-purpose normal power processing data, and ends this normal symbol variation processing.

(Normal design stop processing of main control board)
Next, the normal symbol stop process will be described with reference to FIG. First, in step S430-1, the main CPU 101a determines whether or not the normal symbol stop display ends, in other words, whether or not the normal symbol stop time set in the auxiliary game timer counter in step S420-4 has elapsed. It is determined whether or not (auxiliary game timer counter = 0?). As a result, when it is determined that the normal symbol stop display does not end, the normal symbol stop processing ends, and the next subroutine is executed.

  If the main CPU 101a determines that the normal symbol stop display is terminated, the main CPU 101a determines in step S430-2 whether or not the result of the hit determination related to the normal symbol stop process is “win”. Specifically, it is determined whether or not the general symbol stop symbol data stored in the normal symbol stop symbol data storage area is related to the normal symbol. Here, if it is determined that the symbol is a normal symbol, the process proceeds to step S430-4. If it is not determined that the symbol is a normal symbol, the process proceeds to step S430-3.

  In step S430-4, the main CPU 101a sets 3 to the ordinary power transmission processing data. Then, in step S430-5, the main CPU 101a sets an opening designation command corresponding to the usual figure stop symbol data in the effect transmission data storage area of the main RAM 101c, and responds to the usual figure stop symbol based on the auxiliary game control table. The auxiliary game opening process is performed in which the opening time is set in the auxiliary game timer counter. The auxiliary game timer counter is subtracted every 4 ms in step S110. When this process is finished, the normal symbol stop process is finished.

  In step S430-3, the main CPU 101a sets 0 to the ordinary figure ordinary electricity processing data, and ends the normal symbol suspension process.

(Auxiliary game processing of main control board)
The auxiliary game process will be described with reference to FIG. The main CPU 101a first determines in step S440-1 whether or not it is currently opening. If it is determined that it is currently opening, the process proceeds to step S440-2. If it is determined that it is not currently opening, the process proceeds to step S440-5.

  In step S440-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the auxiliary game timer counter = 0, and when the auxiliary game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the auxiliary game process is terminated, and if the opening time has elapsed, the process proceeds to step S440-3.

  In step S440-3, the main CPU 101a performs auxiliary game start processing. In the auxiliary game start process, the main CPU 101a first selects the second start port opening / closing control table based on the auxiliary game reference data stored in the auxiliary game reference data storage area of the main RAM 101c, and enters the predetermined area of the main RAM 101c. set.

  In step S440-4, the main CPU 101a performs a second start port opening process. In the second start-up opening process, first, the value stored in the ordinary power operation number storage area ("1" is added to the ordinary power operation number (D) and stored. Then, in order to operate the ordinary movable piece 70A. Is set with the energization start data of the second start port opening / closing solenoid 70B, and the second start port opening / closing control table set in step S440-3 is referred to, based on the current general power operation number (D). The opening time of the second start port 7 is set in the auxiliary game timer counter.

  In step S440-5, the main CPU 101a determines whether or not it is currently ending. Ending here refers to the period from the end of the last opening of the second start port 7 to the end of the auxiliary game. Therefore, the main CPU 101a moves the process to step S440-12 when determining that it is currently ending, and shifts the process to step S440-6 when determining that it is not currently ending.

  In step S440-6, the main CPU 101a determines whether or not the second start port 7 is being opened. If the main CPU 101a determines that the second start port 7 is open, whether or not the “open end condition” for ending the opening of the second start port 7 is satisfied in step S440-7. Determine. As the “opening end condition”, the counter value of the starting opening prescribed winning counter has reached a prescribed (maximum) number (for example, 10), or that the opening time of one opening of the second starting opening 7 has elapsed ( Auxiliary game timer counter = 0) is adopted. Then, the main CPU 101a moves the process to step S440-8 when determining that the “opening end condition” is satisfied, and ends the auxiliary game process when determining that the “opening end condition” is not satisfied. .

  In step S440-8, the main CPU 101a performs a second start port closing process. In the second start port closing process, the energization stop data of the second start port opening / closing solenoid 70B is set to close the second start port 7, and the second start port opening / closing control table set in step S440-3 is set. The closing time of the second start port 7 is set in the auxiliary game timer counter on the basis of the current general electric operation number (D). As a result, the second start port 7 is closed.

  In step S440-9, the main CPU 101a determines whether or not the auxiliary game end condition is satisfied and the auxiliary game is ended. The auxiliary game end condition is that the number of times the second start port 7 is opened with a pre-set operation number (D) or the counter value of the second start port prescribed winning counter is the maximum number (for example, 10) ). If the main CPU 101a determines that the auxiliary game end condition is satisfied, the main CPU 101a moves the process to step S440-10. If the main CPU 101a determines that the auxiliary game end condition is not satisfied, the main CPU 101a ends the auxiliary game process. .

  In step S440-10, the main CPU 101a performs an auxiliary game end process of setting “0” in the general electric operation number storage area and setting “0” in the second start opening prize regulation counter. That is, the general electric operation number storage area and the second start opening prescribed winning counter are cleared.

  In step S440-11, the main CPU 101a sets an ending designation command corresponding to the normal-design stop symbol data in the effect transmission data storage area, and at the same time, the ending time according to the standard-design stop symbol data based on the auxiliary game control table. Is set in the auxiliary game timer counter.

  When determining that the second start port 7 is not open in step S440-6, the main CPU 101a determines in step S440-13 whether or not the closing time set in step S440-8 has elapsed. To do. Note that the closing time is also determined by whether or not the auxiliary game timer counter = 0 as in the opening time. As a result, when determining that the closing time has not elapsed, the main CPU 101a ends the auxiliary game process, and when determining that the closing time has elapsed, the main CPU 101a moves the process to step S440-4.

  In step S440-12, the main CPU 101a determines whether or not the set ending time has elapsed. If the main CPU 101a determines that the ending time has elapsed, the main CPU 101a proceeds to step S440-14 and passes the ending time. If it is determined that it is not, the auxiliary game process is terminated.

  In step S440-14, the main CPU 101a sets the ordinary power transmission process data = 0, and ends the auxiliary game process.

(Control processing of production control board)
Next, a control process executed by the sub CPU 102a in the effect control board 102 will be described.

(Production control board main processing)
First, the main process of the effect control board 102 will be described with reference to FIG. This main process is executed when a system reset occurs in the sub CPU 102a when power is supplied from the power supply board 107 to the sub CPU 102a.

  First, in step S1001, the sub CPU 102a performs an initialization process. In this process, the main process program is read from the sub ROM 102b, and an initialization process for initializing the sub RAM 102c in which flags, commands, and the like are stored is performed.

  In step S1002, the sub CPU 102a determines an icon display mode determination random number, an effect symbol stop display pattern determination random number, a look-ahead zone effect scenario determination random number, a final number determination random number, a precursor effect scenario determination random number, and a variation effect pattern, which will be described later. An effect random number update process is performed for updating the effect random number used for determination for controlling the effect, including a determination random number, an effect mode determination random number, and the like.

  Note that a random number counter is provided in the sub-RAM 102c for each of various random numbers constituting the production random number. In the effect random number update process, “1” is added to the random number counter provided for each type of random number. A random number range is provided for various random numbers constituting the production random number. The random number range is from “0” to the maximum value determined for the random number. Then, in the update of the random number, when the random value indicated by the random number counter is the maximum value in the random number range, the random number counter is returned to “0” without adding “1”.

  Further, the maximum value of the random number range is set to be different depending on the type of random number. This is to prevent the random number counter related to the production random number from being completely synchronized and always having the same random number value. Since it is only necessary to prevent the random number counter related to the production random number from being completely synchronized, different initial value random numbers are provided to the various production random numbers instead of making the maximum values of the various random number ranges different, When updating the random number, if the random value indicated by the random number counter is the maximum value in the random number range, each random value may be newly updated from the initial random number at that time.

(Timer interrupt processing of production control board)
The timer interrupt process of the effect control board 102 will be described with reference to FIG. This timer interruption process is executed by generating a clock pulse every predetermined period (for example, 4 milliseconds) by a reset clock pulse generation circuit provided on the effect control board 102.

  First, in step S1100, the sub CPU 102a saves information stored in the register of the sub CPU 102a to the stack area.

  In step S1200, the sub CPU 102a performs time control processing for updating each timer counter for performing time management related to various effects.

  In step S1300, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing for analyzing a command stored in the reception buffer of the sub RAM 102c. Details will be described later with reference to FIGS. 34 and 35.

  When the effect control board 102 receives the command transmitted from the main control board 101, the effect control board 102 performs a reception interrupt process of the effect control board 102 (not shown) and stores the received command in the reception buffer. Thereafter, processing for analyzing the received command is performed in the command analysis processing.

  In step S1400, the sub CPU 102a performs a customer waiting effect control process for controlling a customer waiting effect performed in a customer waiting state in which a special symbol change display or a special game (a jackpot game) is not executed.

  In step S1500, the sub CPU 102a checks an input signal from the effect button detection switch 18a or the selection button detection switch 19a, and executes an operation effect or the like based on an operation on the effect button 18A or the selection button 19A. Perform production input control processing. Details will be described later with reference to FIG.

  In step S1600, the sub CPU 102a can execute the game information related to the game to be notified (displayed) in the current game state (right-handed information for prompting the player to launch a game ball in the right region of the game region 2A, the probability-change game state). High probability remaining number information that is the remaining number of fluctuation display that becomes, the remaining number of time display information that is the remaining number of variable display that can be executed in the low-probability short-time gaming state, jackpot that occurred while the short-time gaming state continues Game information display control processing for causing the image display device 14 to display (such as left-hand hit information that prompts the player to launch a game ball in the left area of the game area 2A).

  In step S1700, the sub CPU 102a performs data output processing for transmitting various effect control commands set in the transmission buffer of the sub RAM 102c to the lamp control board 104 and the image control board 105.

  In step S1700, the sub CPU 102a restores the information saved in step S1100 to the register of the sub CPU 102a.

(Command analysis processing of production control board)
The command analysis processing by the effect control board 102 will be described with reference to FIGS. 34 and 35.

  In step S1301, the sub CPU 102a newly receives a command and determines whether the command is stored in the reception buffer. If the sub CPU 102a determines that the command has not been received, the sub CPU 102a ends the command analysis. If the sub CPU 102a determines that the command has been received, the process proceeds to step S1302.

  In step S1302, the sub CPU 102a determines whether or not the command stored in the reception buffer is a customer waiting state designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a customer waiting state designation command, it moves the process to step S1303, and if it determines that the command is not a customer waiting state designation command, it moves the process to step S1304.

  In step S1303, the sub CPU 102a performs customer waiting effect preparation processing, and ends this command analysis processing. In the customer waiting effect preparation process, the sub CPU 102a turns on the customer waiting effect waiting flag in the customer waiting effect flag storage area of the sub RAM 102c and waits until the customer waiting effect starts (customer waiting effect waiting time: for example, 30 seconds) is set in the customer waiting effect timer counter.

  The sub CPU 102a determines in the customer waiting effect control process in step S1400 whether or not the customer waiting effect waiting time set in the customer waiting effect timer counter has elapsed, and determines that the customer waiting effect waiting time has elapsed. Then, the customer waiting effect standby flag is turned OFF and the customer waiting effect execution flag is turned ON, and a customer waiting effect control command indicating the effect information of the customer waiting effect is set in the transmission buffer of the sub RAM 102c.

  As a result, the customer waiting effect control command is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1700, and the lamp control board 104 and the image control board 105 wait for a predetermined time (for example, 20 seconds). The production is repeatedly executed. The execution and standby of the customer waiting effect are ended based on a game state designation command, a special symbol designation command, a special figure variation pattern designation command, etc. transmitted from the main control board 101 to the presentation control board 102.

  In step S1304, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special symbol storage designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special symbol storage designation command, it moves the process to step S1305, and if it determines that the command is not a special symbol storage designation command, it moves the process to step S1306.

  In step S1305, the sub CPU 102a updates the special figure hold number stored in the effect information hold storage area of the sub RAM 102c, which will be described later, in response to the special symbol storage designation command, or the various types of information stored in the effect information hold storage area. A hold information update process for shifting the effect information or displaying the hold icons corresponding to the special figure hold number on the image display device 14 is performed, and the command analysis process is terminated. The hold information update process will be described later with reference to FIG.

  In step S1306, the sub CPU 102a determines whether or not the command stored in the reception buffer is a start slot winning designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a start opening winning designation command, it moves the process to step S1307, and if it determines that the command is not a starting opening winning designation command, it moves the process to step S1308.

  In step S1307, the sub CPU 102a performs a so-called pre-reading notice such as a pre-reading zone effect (continuous notice effect) or a hold icon change notice, which is executed over the variable display (variable effect) of one or more special symbols based on the prior determination result. The start opening winning process for determining the (effect) and setting the information regarding the pre-reading notice (effect) is performed, and the command analysis process is terminated. The start opening process will be described later with reference to FIGS. 37 and 38.

  In addition, as a continuous notice effect, a countdown notice effect in which the image display device 14 performs a countdown display for each change effect for the change effect to be notified, and a notice by the image display device 14 for each change effect for the change effect to be notified. Continuous cut-in notice effect for performing cut-in display of images, continuous step-up notice effect for performing step-up display of the notice image on the image display device 14 for each change effect for the change effect for the notice object, and change effect for the notice object You may make it perform the chance eye notice effect etc. which stop and display an effect design (effect design TZ1-TZ3) by the arrangement | sequence with predetermined regularity for every fluctuation | variation effect.

  In step S1308, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a gaming state designation command, it moves the process to step S1309, and if it determines that the command is not a gaming state designation command, it moves the process to step S1311.

  In step S1309, the sub CPU 102a performs a gaming state update process for updating the gaming state stored in the predetermined storage area of the sub RAM 102c to the gaming state specified by the gaming state designation command. An effect mode setting process for setting any one of a plurality of effect modes related to the execution of the effect is performed, and the command analysis process ends. The effect mode setting process will be described later with reference to FIG.

  In the present embodiment, the effect mode is a variation effect classification mode (category) performed by an effect device such as the image display device 14 in response to a special symbol change display executed based on the result of the jackpot determination. In this embodiment, there are three types of effect modes, effect mode A, effect mode B, and effect mode C.

  The effect mode A is a normal effect mode indicating that the game state is disadvantageous for the player set corresponding to the normal game state which is the low probability game state and the non-time-saving game state. The effect mode B is an effect mode that represents a game state that is most advantageous to the player and is set corresponding to a probability variation game state that is a high-probability game state and a short-time game state. The effect mode C is an effect mode indicating that the game state is the second most advantageous game state set corresponding to the low probability game state and the low-probability short-time game state.

  In step S1311, the sub CPU 102a determines whether or not the command stored in the reception buffer is an effect designating command. If the sub CPU 102a determines that the command stored in the reception buffer is an effect symbol designation command, the process proceeds to step S1312, and if it determines that the command is not an effect symbol designation command, the sub CPU 102a proceeds to step S1313.

  In step S1312, the sub CPU 102a is stopped on an effect symbol to be displayed on the image display device 14 as a result of the variation effect (special symbol lottery effect) performed during the variation display of the special symbol, that is, on a predetermined active line. An effect symbol stop display pattern determination process for determining the arrangement (combination) of effect symbols is performed. The effect symbol stop display pattern determination process will be described later with reference to FIG.

  In step S1313, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special figure variation pattern designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special figure variation pattern designation command, it moves the process to step S1314, and if it determines that the command is not a special figure fluctuation pattern designation command, it moves the process to step S1318. .

  In step S <b> 1314, the sub CPU 102 a determines whether to start a prefetching zone effect, which is a kind of prefetching notice (production) based on the predetermination result, and performs prefetch zone effect start determination for performing processing for starting the prefetching zone effect. Process. The pre-read zone effect start determination process will be described later with reference to FIG.

  In step S1315, the sub CPU 102a performs a variation effect pattern determination process for determining a variation effect pattern which is the effect content (aspect) of the variation effect (special drawing lottery effect) performed during the special symbol variation display. The variation effect pattern determination process will be described later with reference to FIG.

  In step S1316, the sub CPU 102a determines whether or not to execute the operation effect during the variation effect based on the determination result of the jackpot determination process or the variation effect pattern determined by the variation effect pattern determination process. An operation effect determination process for determining the type and the like is performed. The operation effect determination process will be described later with reference to FIG.

  In step S1317, the sub CPU 102a determines whether or not to change the hold icon and the changing icon (hereinafter simply referred to as “icon” when referring to both the hold icon and the changing icon) displayed on the image display device 14. The icon change notice determination process is performed, and this command analysis process ends. The icon change notice determination process will be described later with reference to FIG.

  In step S1318, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special figure fluctuation stop designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special figure fluctuation stop designation command, it moves the process to step S1319. If it determines that there is no special figure fluctuation stop designation command, it moves the process to step S1321. .

  In step S1319, the sub CPU 102a performs an effect symbol variation stop process for setting an effect symbol stop control command in the transmission buffer of the sub RAM 102c, which indicates that the effect symbol is stopped and displayed to end the variation effect. The effect symbol fluctuation stop control command is transmitted to the lamp control board 104 and the image control board 105 by the data output process of step S1700. The lamp control board 104 and the image control board 105 recognize that the variation effect is ended by receiving the effect symbol stop control command, and cause the effect symbol to be stopped and display the stop effect.

  In step S1320, the sub CPU 102a performs a pre-read zone effect end process for ending the pre-read zone effect in response to the end of the special symbol variation display, and ends the command analysis process. The pre-read zone effect end process will be described later with reference to FIG.

  In step S1321, the sub CPU 102a determines whether or not the command stored in the reception buffer is a high probability count designation command or a short time count designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a high probability count designation command or a short time count designation command, the sub CPU 102a moves to step S1322, and determines that the command is not a high probability count designation command or a short time count designation command. Then, the process proceeds to step S1323.

  In step S1322, the sub CPU 102a updates the high probability remaining number that is the remaining number of the variable display (variable effect) that can be executed in the probability variation gaming state based on the received high probability number designation command, or designates the short time number received. Based on the command, the remaining number of times update processing for updating the remaining number of times that is the remaining number of the variation display (variation effect) that can be executed in the low-probability short-time gaming state is performed, and this command analysis processing is terminated.

  In step S1323, the sub CPU 102a determines whether or not the command stored in the reception buffer is a jackpot game opening designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a jackpot game opening designation command, it moves the process to step S1324, and if it determines that there is no jackpot game opening designation command, it moves the process to step S1326.

  In step S1324, the sub CPU 102a determines an opening effect pattern that is an effect aspect of the opening effect performed during the opening of the jackpot game, and sets an opening effect pattern designation command corresponding to the determined opening effect pattern in the transmission buffer of the sub RAM 102c. An opening effect pattern determination process is performed.

  The opening effect pattern designation command is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1700, and the opening effect of the jackpot game is executed by the lamp control board 104 and the image control board 105.

  In step S1325, the sub CPU 102a updates the number of consecutive games, which is the number of consecutive games that is the number of jackpot games that have occurred while the short-time gaming state (including the high probability gaming state and the low probability gaming state) continues. To finish the command analysis process.

  Specifically, when the jackpot game is executed in the normal gaming state, the number of consecutive games is set to “1”, and the jackpot game is played in the short-time gaming state (including the high probability gaming state and the low probability gaming state). When executed, a process of adding “1” to the number of consecutive resorts is performed.

  In step S1326, the sub CPU 102a determines whether or not the command stored in the reception buffer is a round designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a round designation command, it moves the process to step S1327, and if it determines that there is no round designation command, it moves the process to step S1328.

  In step S1327, the sub CPU 102a determines a round effect pattern that is a mode of the round effect performed during the jackpot game round, and sets a round effect pattern designation command corresponding to the determined round effect pattern in the transmission buffer of the sub RAM 102c. Round effect pattern determination processing is performed, and this command analysis processing is terminated. The round effect pattern designation command is transmitted to the lamp control board 104 and the image control board 105 by the data output process of step S1700, and the round effect of the jackpot game is executed by the lamp control board 104 and the image control board 105.

  In step S1328, the sub CPU 102a determines whether or not the command stored in the reception buffer is a jackpot game ending designation command (jackpot game ending designation command). If the sub CPU 102a determines that the command stored in the reception buffer is a jackpot game ending designation command, it moves the process to step S1329, and if it determines that the command is not a jackpot game ending designation command, it ends this command analysis processing.

  In step S1329, the sub CPU 102a determines an ending effect pattern that is an effect mode of the ending effect performed during the ending of the jackpot game, and sets an ending effect pattern designation command corresponding to the determined ending effect pattern in the transmission buffer of the sub RAM 102c. The jackpot game ending effect pattern determination process is performed, and the command analysis process is terminated. The ending effect pattern designation command is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1700, and the ending effect of the big hit game is executed by the lamp control board 104 and the image control board 105.

(Processing board update information update process)
The hold information update process by the effect control board 102 will be described with reference to FIG.

  In step S1305-1, the sub CPU 102a confirms the current number of special symbols stored in the effect information storage area of the sub RAM 102c. In step S1305-2, the sub CPU 102a responds to the special symbol memory designation command with the first special symbol storage designation command. The figure holding number (U1) or the second special figure holding number (U2) is updated.

  As shown in FIG. 49 (a), the effect information hold storage area includes a first special figure hold number storage area in which the first special figure hold number (U1) is stored and a second special figure hold number (U2). The second special figure reservation number storage area to be stored, the first effect information hold storage area in which effect information related to the pre-reading notice (effect) based on the result of the first pre-determination is stored, and the result of the second pre-determination The second effect information hold storage area in which effect information related to the pre-reading notice (effect) based on is stored, and the effect information stored from the first effect information hold storage area or the second effect information hold storage area is stored Information is composed of the storage area.

  The first effect information hold storage area and the second effect information hold storage area are divided into a first storage unit to a fourth storage unit, like the first special figure hold storage area and the second special figure hold storage area of the main RAM 101c. It has been. In addition, the storage area for the production information corresponds to the currently changing display (variation production) of the special symbol, and is a storage area common to the first production information hold storage area and the second production information hold storage area. For convenience, the 0th storage unit is used.

  As shown in FIG. 49 (b), each storage unit has a start opening prize designation command area in which a start opening prize designation command is stored as a storage area for presentation information relating to the pre-reading notice (production), and a pre-read zone described later. Represents a pre-read zone effect scenario area for storing pre-read zone effect scenario data representing a scenario of effect, a precursor effect scenario area for storing sign effect scenario data representing a scenario of a predictor effect described later, and a scenario of an icon display mode described later. An icon display mode scenario area for storing icon display mode scenario data.

  In step S1305-3, the sub CPU 102a determines whether or not the special figure hold number (U1, U2) has decreased. If the sub CPU 102a determines that the special figure hold number has decreased, the process moves to step S1305-4. If it is determined that the number of special figure hold has not decreased, the process proceeds to step S1305-8 because the number of special figure hold has increased.

  In step S1305-4, the sub CPU 102a stores various types of information stored in the storage units of the effect information hold storage area corresponding to the reduced number of special figure hold numbers (starting ports) among the effect information hold storage areas of the sub RAM 102c. Shift production information.

  Specifically, the effect information (data) stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit. For example, various types of effect information stored in the fourth storage unit of the first effect information hold storage area are shifted to the third storage unit of the first effect information hold storage area. Further, the production information stored in the first storage unit of the first production information hold storage area is used as the production information common to the first production information hold storage area and the second production information hold storage area (the 0th memory). Part). Thereby, the production information stored in the storage area of the production information is deleted.

  In step S1305-5, the sub CPU 102a sends a hold icon shift control command (first hold display shift control command or second hold display shift control command) indicating the type of the reduced special figure hold number (start port) to the sub RAM 102c. Set to send buffer.

  The hold icon shift control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. When the image control board 105 receives the hold icon shift control command, the image control board 105 performs a shift process for shifting the hold icon related to the start port indicated by the received hold icon shift control command toward the changing icon display area described later.

  In step S1305-6, the sub CPU 102a confirms the icon display mode scenario data (details will be described later) stored in the effect information hold storage area of the sub RAM 102c. It is determined whether or not there is an icon that changes the display mode (execution of hold icon change notice) according to the shift (execution of the change effect), and if it is determined that there is an icon that changes the display mode, step S1305 is performed. If the processing is shifted to 7 and it is determined that there is no icon for changing the display mode, the on-hold information update processing is ended.

  In step S1305-7, the sub CPU 102a sets, in the transmission buffer of the sub RAM 102c, an icon change control command indicating the change contents according to the icon display mode scenario indicated by the icon display mode scenario data related to the icon whose display mode is to be changed. Here, “change contents according to the icon display mode scenario indicated by the icon display mode scenario data” includes an icon to be changed in display mode and a display mode to be changed.

  The icon change control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. Upon receiving the icon shift control command, the image control board 105 changes the icon display mode according to the icon display mode scenario indicated by the received icon change control command, along with the shift of the hold icon related to the hold icon shift process.

  In step S1305-8, the sub CPU 102a adds a hold icon based on the increase in the number of special figure hold and a hold icon addition control command indicating the type of the increased special figure hold number (starting port) to the transmission buffer of the sub RAM 102c. Set, and this hold information update process is completed.

  The hold icon addition control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. Upon receiving the hold icon addition control command, the image control board 105 additionally displays a hold icon corresponding to the start port indicated by the received hold addition control command.

(Description of pre-read zone production, icon display, icon display area)
Before explaining the start opening winning process shown in FIGS. 37 and 38, first, the pre-read zone effect, the hold icon display, the changing icon display, etc. performed based on the prior determination result indicated by the start opening winning designation command will be described. Keep it.

(Pre-reading zone production)
First, the prefetch zone effect will be described. The look-ahead zone effect indicates that the expectation (expected value) of winning the jackpot is high over one or more variable effects (variable display of special symbols) (special game is expected to be executed) This is a pre-reading notice effect, which can be executed in the effect mode A set in the normal gaming state in the present embodiment, and is performed based on the prior determination result indicated by the start opening winning designation command.

  While the pre-reading zone effect is being executed, a zone background image dedicated to the pre-reading zone effect is displayed on the display unit 140 of the image display device 14 (there is a portion not shown), and a zone BGM dedicated to the pre-reading zone effect is output as a sound. The zone illumination dedicated to the pre-read zone production is output from the device 15 and performed in the production lighting device 16. The zone background image, the zone BGM, and the zone illumination can be collectively referred to as a zone effect.

  In addition, as an effect related to the pre-reading zone effect, a zone turning effect is provided. The zone-rolling effect is an effect that tells whether or not the look-ahead zone effect is executed. In the change display and stop display of the effect symbol, a special effect symbol (hereinafter referred to as “special symbol”) dedicated to the zone effect effect is displayed. Done with. In this embodiment, the zone ringing effect is performed using a special symbol, but it is not a dedicated symbol for the zone ringing effect, but it can also be performed using a special symbol different from the normal one. In addition, it is also possible to stop and display a chance (a combination of predetermined effect symbols) with a normal effect symbol. Furthermore, the zone turning effect can be performed using other effect images (characters, etc.) instead of the effect symbol, and other effect devices (for example, the audio output device 15 and the effect) that are not the image display device 14. For example, by causing the lighting device 16 or the like) to perform a certain aspect of the effect.

  In the present embodiment, as a type of zone turning effect, a zone turning success effect and a zone turning failure effect are provided. The zone-rolling success effect is composed of an effect that tells whether or not the pre-reading zone effect is executed and an effect that notifies that the pre-reading zone effect is executed after the effect. In the zone-turning success effect, it is notified that the pre-read zone effect is executed when a plurality of preset special symbols are stopped or displayed temporarily and all the preset special symbols are gathered. In the present embodiment, the pre-reading zone effect is executed from the start of the change display of the effect symbol (including the re-change display in the pseudo-continuous effect) which is started after the zone-turning success effect is executed.

  On the other hand, the zone-rolling failure effect is composed of an effect that tells whether or not the pre-read zone effect is executed and an effect that informs that the pre-read zone effect after the effect is not executed. In the zone turning failure effect, only a part of a plurality of preset special symbols is stopped and displayed, and it is notified that the pre-read zone effect is not executed when all the preset special symbols are not arranged. In the present embodiment, the pre-reading zone effect is not executed in the change display of the effect symbol (including the re-change display in the pseudo-continuous effect) that is started after the zone turning failure effect is executed. However, in the variation display of the effect symbol (including the re-variable display in the pseudo-continuous effect) that is started after the zone-rolling failure effect is executed, the zone-rolling success effect can be executed. The pre-reading zone effect is executed from the start of the change display of the effect symbol (including the re-change display in the pseudo-continuous effect) that is started after the zone-turning success effect is executed.

  In the present embodiment, as a special symbol used for the zone-turning effect, a special symbol including the characters “prefetch” (referred to as “prefetch” symbol) and a special symbol including the characters “zone” (“zone”). And a special symbol including the characters “rush” (referred to as “rush” symbol). Zone special effects where all of these “pre-read” symbols, “zone” symbols, and “rush” symbols are displayed in a stopped state are “zone-successful successful effects”. These “pre-read” symbols, “zone” symbols The zone turning effect in which some special symbols of the “rush” symbol are stopped and displayed is the “zone turning failure effect”. The zone-rolling failure effect is a zone where the “pre-read” symbol and the “zone” symbol are stopped and displayed as some special symbols, and the “pre-read” symbol is only stopped and displayed as some special symbols. It consists of a roar failure production 2.

  In the present embodiment, the special symbols are stopped one by one. For example, in a zone-successful production, the “look ahead” symbol stops first, then the “zone” symbol stops, and finally the “rush” symbol decelerates and stops. All the special symbols are arranged by stopping the symbols at preset stop positions. The period from when the “prefetch” symbol is first stopped to when the “rush” symbol is stopped last constitutes an effect as to whether or not the prefetch zone effect is executed.

  On the other hand, in the zone hit failure production, for example, the “look ahead” symbol stops first, then the “zone” symbol stops, and finally the “rush” symbol stops while decelerating. Then, it slides past a preset stop position, and as a result, only some special symbols are arranged. The period from when the “prefetch” symbol is first stopped until the “rush” symbol slips constitutes an effect as to whether or not the prefetch zone effect is executed.

  In this embodiment, as a mode of “all special symbols are aligned”, “look ahead” symbol, “zone” symbol and “rush” symbol are gradually stopped, but all these special symbols are simultaneously aligned. In other words, it is possible to make all the special symbols suddenly align without performing the effect of whether or not the prefetch zone effect is executed.

(Icon display)
Next, the hold icon display and the changing icon display will be described. The hold icon display is to display a hold icon in a first hold icon display area 141 and a second hold icon display area 143 described later. In the hold icon, the special symbol determination information is stored in the main RAM 101c in the first start port detection signal input process in step S230 or the second start port detection signal input process in step S240, and the special symbol variation display (or the special symbol lottery) ), But it is in a suspended state that cannot immediately start the variable display of the special symbol, so the right to execute the variable display of the special symbol in the reserved state (hereinafter referred to as “special symbol pending”) ) And is displayed on the display unit 140 of the image display device 14.

  The hold icon is a first hold icon representing the right to execute the variable display of the first special symbol based on the winning at the first starting port 6 and the variable display of the second special symbol based on the winning at the second starting port 7 (Hereinafter referred to simply as “hold icon” when referring to both the first hold icon and the second hold icon).

  The changing icon display is to display a changing icon in a changing icon display area 142 described later. The changing icon is an icon (image) representing a changing display of the special symbol being executed corresponding to the special symbol determination information stored in the storage area of the special symbol of the main RAM 101c, and is the display unit 140 of the image display device 14. Is displayed. In other words, when the hold icon is displayed, if the start condition of the symbol variation display is established for the special figure hold indicated by the hold icon, this corresponds to the symbol variation display related to the establishment of the start condition. The hold icon is displayed as a floating icon.

  In the following, when both the held icon and the changing icon are indicated, they are simply referred to as “icons”.

  In the present embodiment, a normal mode and a special mode are set as icon display modes. The normal mode is a standard display mode for icons, and the special mode is a special display mode that suggests or notifies predetermined items set in advance. In the present embodiment, one type of normal mode is set, and the special mode is classified into a plurality of types depending on the content to be suggested or notified. In the present embodiment, the special modes are classified into a first special mode, a second special mode, a third special mode, and a fourth special mode, and the hold icon is displayed in a special mode or the type of the special mode is displayed. By changing the hold icon change notice as a pre-read notice effect is executed, the changing icon is displayed in a special form, or the changing icon type notice is executed by changing the type of the special form. The icon display mode is not limited to these normal mode, first special mode, second special mode, third special mode, and fourth special mode, and can be set as appropriate.

  The normal mode is a standard display mode and is a standard for predetermined items set in advance. As shown in FIG. 61, the shape of the normal mode icon is circular, and the color of the normal mode icon is white.

  The first special mode is a display mode that suggests that there is a possibility of winning the jackpot and / or the expectation degree of the jackpot win, and can be said to be a display mode that suggests the possibility of changing to another special mode, In the present embodiment, only one type is set. As shown in FIG. 61, the icon of the icon of the first special mode is a circle, and the color of the icon of the first special mode is blinking white. That is, the first special mode can be said to be a state in which the normal mode is blinking. Note that the expectation degree for winning a jackpot suggested by the first special mode is the normal mode <the first special mode.

  The second special mode is a display mode that indicates the possibility of winning the jackpot and / or the expectation level of the jackpot winning. In the present embodiment, as the type of the second special mode, the expected jackpot winning expectation level 5 types of the second special mode 21 to the second special mode 25 different from each other are set.

  As shown in FIG. 61, the icons of the second special mode 11 to the second special mode 15 are the same in the silhouette of one person regardless of the type, and the second special mode 11 to the second special mode. About the color of 15 icons, it changes with kinds. Specifically, the icon color of the second special mode 11 is white, the color of the icon of the second special mode 12 is green, the color of the icon of the second special mode 13 is red, and the color of the icon of the second special mode 14 Is a zebra pattern, and the color of the icon of the second special mode 15 is rainbow.

  Regarding the jackpot winning expectation degree related to the second special mode, the normal mode <the first special mode <the second special mode 11 <the second special mode 12 <the second special mode 13 <the second special mode 14 <the second special mode 15 It becomes higher in order. Note that the second special mode 15 suggests that the degree of expectation of winning the big hit is 100%, that is, the big win winning is notified.

  In addition, the second special mode 11 to the second special mode 14 can occur for both the hold icon and the changing icon, but the second special mode 15 occurs only for the changing icon. This is because if the hold icon representing the special figure hold is displayed in the second special mode 15 and the notification of the jackpot winning is informed at the stage where the change display of the special symbol related to the special figure hold is not started, the interest of the game is lowered. Since there is a fear, the second special mode 15 is not generated for the hold icon. However, the matter can be set as appropriate, and the hold icon can also be displayed in the second special mode 15.

  The normal mode, the first special mode, and the second special mode are not common modes for the normal gaming state and the short-time gaming state (including high-probable time short and low-probable time short), but the normal mode for the short-time gaming state ( For example, the icon shape is a square and the icon color is blue), the first special mode for the short-time gaming state (for example, the icon shape is a square and the icon color is blinking blue), the short-time gaming state The second special mode (for example, the icon shape is a square and the icon color is the same) may be set. Also, the normal mode and the first special mode may be different between the normal game state, the high-probability short-time game state, and the low-probability short-time game state.

  The third special mode suggests an expectation for execution of the prefetch zone effect (hereinafter referred to as “prefetch zone execution expectation”). As the types of the third special mode, six types of the third special mode 1 to the third special mode 6 having different suggested prefetch effect execution expectation levels are set.

  Here, the third special mode 1 to the third special mode 3 are icons corresponding to the start opening winning designation command that causes the pre-read zone effect or the zone turning effect to be executed (hereinafter referred to as “zone effect target icon”). The third special mode 4 to the third special mode 6 are icons that are not icons corresponding to the start opening prize designation command that causes the pre-read zone effect or the zone turning effect to be executed (hereinafter, “zone”). This is a display mode of “effect non-target icon”. In other words, the zone effect non-target icon is an icon (previous to the start opening prize designation command before or after the icon corresponding to the start opening prize designation command that causes the pre-read zone effect or the zone turning effect to be executed. Or an icon for which a variation effect is executed later).

  As shown in FIG. 62, the icon shapes of the third special mode 1 to the third special mode 3 include the icon shapes according to the second special mode. Specifically, the icon shape of the third special mode 1 (11 to 15) has the silhouette of one person on each of the left side and the right side of the single person's silhouette according to the second special mode. At the same time, a character indicating the execution of the pre-read zone effect, “? The icon shape of the third special mode 2 (21 to 25) is that the silhouettes of two people are arranged on the left side and the right side of the silhouette of one person according to the second special mode, respectively, and a substantially central portion. Are marked with “Δ zone Δ” and a character indicating that the pre-read zone effect is executed and that the expected degree of execution is higher than “? Zone?” Of the third special mode 1. The icon shape of the third special mode 3 (31 to 35) is such that the silhouettes of four people are arranged on the left side and the right side of the silhouette of one person according to the second special mode, respectively, and a substantially central portion. Is attached with a character for notifying the execution of the pre-read zone effect “○ zone ○”.

  As shown in FIG. 63, the icons of the third special mode 4 to the third special mode 6 also have a shape including the icon of the second special mode. Specifically, the icon shape of the third special mode 4 (41 to 45) includes a single person silhouette on each of the left and right sides of the single person silhouette according to the second special mode. It has a configuration. The icon shape of the third special mode 5 (51 to 55) is configured such that the silhouettes of two people are arranged on the left and right sides of the silhouette of one person according to the second special mode. . The shape of the icon of the third special mode 6 (61 to 65) is such that the silhouettes of three people are arranged on the left and right sides of the silhouette of one person according to the second special mode. . In the third special mode 4 to the third special mode 6, unlike the third special mode 1 to the third special mode 3, characters such as “? Zone?” Are not attached. That is, it is also suggested that “? Zone?” In the third special mode 1, “Δ zone Δ” in the third special mode 2, and “○ zone ○” in the third special mode 3 are the zone effect target icons. ing.

  About the prefetch zone execution expectation degree which concerns on a zone production | presentation object icon, it becomes high in order of (normal aspect <) 2nd special aspect <3 special aspect 1 <3 special aspect 2 <3 special aspect 3. On the other hand, the prefetch zone execution expectation degree related to the zone effect non-target icon increases in the order of (normal mode <) second special mode <third special mode 4 <third special mode 5 <third special mode 6). Yes.

  Here, the second special mode is included with respect to the pre-read zone execution expectation level related to the zone effect target icon and the zone effect non-target icon. This is because the icon display mode is set to the second special mode and the third special mode. This is because a zone precursor effect that suggests or notifies the execution of a prefetch zone effect, which will be described later, is executed, and the second special mode also suggests a prefetch zone execution expectation.

  As described above, the icon shapes of the second special mode and the third special mode include the silhouettes of people. The number of silhouettes of the icons of the second special mode is “1”, and the third special mode 1 The number of silhouettes of the icons of 4 is “3”, the number of silhouettes of the icons of the third special modes 2 and 5 is “5”, and the number of silhouettes of the icons of the third special modes 3 and 6 Has "7" people. The more the number of icon silhouettes is, the higher the expectation of execution of the look-ahead zone is.

  In the present embodiment, each of the third special mode 1 and the third special mode 4, the third special mode 2 and the third special mode 5, the third special mode 3 and the third special mode 6 is the display mode. The attributes of the target icons are different (zone effect target icons and zone effect non-target icons), but they have a corresponding relationship, and the same prefetch zone execution expectation is set. That is, the prefetch zone execution expectation degree suggested by the third special aspect 1 is the same as the prefetch zone execution expectation degree suggested by the third special aspect 4, and the prefetch zone execution expectation degree suggested by the third special aspect 2 The prefetch zone execution expectation degree suggested by the third special aspect 5 is the same, and the prefetch zone execution expectation degree suggested by the third special aspect 3 and the prefetch zone execution expectation degree suggested by the third special aspect 6 are the same. .

  The third special modes 3 and 6 suggest that the prefetch zone execution expectation is 100%, that is, notify that the prefetch zone effect is executed. Although details will be described later, the icons are displayed in the third special modes 3 and 6 even when the prefetch zone effect is executed. Therefore, the third special modes 3 and 6 may notify that the prefetch zone effect is being executed.

  In the following, the third special modes 1 and 4 are referred to as “prefetch zone effect suggesting mode 1”, the third special modes 2 and 5 are referred to as “prefetch zone effect suggesting mode 2”, and the third special mode. Aspects 3 and 6 are referred to as “prefetch zone effect informing modes”. Further, when both the prefetch zone effect suggestion mode 1 and the prefetch zone effect suggestion mode 2 are indicated, it is simply referred to as “prefetch zone effect suggestion mode”.

  In addition, as described above, the shape of the icon according to the third special mode is composed of a person's silhouette and includes the silhouette of one person according to the second special mode. The part of the silhouette of one person according to the above is the main silhouette part, and the part of the silhouette of the person on the left side and the right side of the main silhouette part is the sub silhouette part.

  And about the main silhouette part of the icon which concerns on each of the 3rd special mode 1-the 3rd special mode 6, the multiple types of color is set similarly to the 2nd special mode. According to the color of the main silhouette part, the third special mode 1 is divided into a third special mode 11 to a third special mode 15, and the third special mode 2 is divided into a third special mode 21 to a third special mode 25. The third special mode 3 is divided into a third special mode 31 to a third special mode 35, the third special mode 4 is divided into a third special mode 41 to a third special mode 45, and the third special mode 5 is The third special mode 51 is divided into the third special mode 55 and the third special mode 55 is divided into the third special mode 61 and the third special mode 65.

  The color of the main silhouette portion according to the third special aspect 11, the third special aspect 21, the third special aspect 31, the third special aspect 41, the third special aspect 51, and the third special aspect 61 is white. The color of the main silhouette portion according to the third special aspect 12, the third special aspect 22, the third special aspect 32, the third special aspect 42, the third special aspect 52, and the third special aspect 62 is green. The color of the main silhouette portion according to the third special aspect 13, the third special aspect 23, the third special aspect 33, the third special aspect 43, the third special aspect 53, and the third special aspect 63 is red. The color of the main silhouette portion according to the third special aspect 14, the third special aspect 24, the third special aspect 34, the third special aspect 44, the third special aspect 54 and the third special aspect 64 is a zebra pattern. The color of the main silhouette portion according to the third special aspect 35 and the third special aspect 65 is iridescent. Similar to the second special mode, the color of the main silhouette portion of the third special mode suggests the big win winning expectation, and increases in the order of white <green <red <zebra pattern <rainbow color.

  On the other hand, the 4th special mode suggests or notifies the predetermined matter regarding handshake meeting notice. The handshake event notice is an effect that suggests the degree of expectation of winning a big hit using a changing icon, and in this embodiment, it can be executed in the effect mode A and is based on a pre-determination result indicated by the start opening prize designation command. However, the determination may be made based on the determination result at the start of the variation effect. Specific contents of the handshake meeting notice will be described later.

  As the types of the fourth special mode, four types of the fourth special mode 1 to the fourth special mode 4 are set. Here, in the fourth special mode 1 (11 to 15), a changing icon corresponding to the start opening prize designation command that causes the handshake meeting notice to be executed (hereinafter referred to as a “changing icon for the handshake meeting notice target”). The fourth special mode 2 (21 to 24) is a hold icon (hereinafter referred to as a “shake event notice target hold icon”) corresponding to the start opening prize designation command that causes the handshake meeting notice to be executed. ) Is displayed, and the fourth special mode 3 (31) is a variable icon (hereinafter, “shake handshake”) corresponding to a start opening prize designation command that is not a start opening prize designation command that causes the handshake meeting notice to be executed. The 4th special mode 4 (41) is a start opening prize finger that is not a start opening winning designation command that causes a handshake meeting advance notice to be executed. Hold icon corresponding to the command (hereinafter, referred to as a "handshake meeting notice non-target Hold icon") is a display mode of.

  In other words, the handshake meeting notice non-target hold icon is the icon (before or after) corresponding to the start opening prize designation command before or after the icon corresponding to the start opening prize designation command that causes the handshake meeting notice to be executed. This is an icon for executing a variation effect).

  As shown in FIG. 64, the shape of the changing icon in the fourth special mode 1 (11 to 15) includes a silhouette of a handshake person viewed from the side and a heart attached to the chest around the silhouette. It consists of and. The shape of the hold icon in the fourth special mode 2 (21 to 24) includes a silhouette of a person who has taken a predetermined pose as viewed from the front and a heart attached to the chest of the silhouette. “Heart” attached in common to the icons of the fourth special mode 1 and the fourth special mode 2 indicates that the handshake event is to be notified.

  The shape of the changing icon of the fourth special mode 3 (31) is composed of the same silhouette of the person as the changing icon according to the fourth special mode 1, and the heart is the same as the fourth special mode 1. Not attached. The shape of the hold icon of the fourth special mode 4 (41) is also composed of the same silhouette of the person as the hold icon according to the fourth special mode 2, and no heart is attached as in the fourth special mode 2. .

  Moreover, about the part of the person's silhouette contained in the icon of the 4th special aspect 1-the 4th special aspect 2, the multiple types of color is set similarly to the 2nd special aspect. According to the color of the silhouette portion, the fourth special mode 1 is divided into five types of the fourth special mode 11 to the fourth special mode 15, and the fourth special mode 2 is the fourth special mode 21 to the fourth special mode 24. It is divided into four types.

  The color of the silhouette part of the icon according to the fourth special aspect 11 and the fourth special aspect 21 is white, the color of the silhouette part of the icon according to the fourth special aspect 12 and the fourth special aspect 22 is green, The color of the silhouette part of the icon according to the special aspect 13 and the fourth special aspect 23 is red, and the color of the silhouette part of the icon according to the fourth special aspect 14 and the fourth special aspect 24 is a zebra pattern. The color of the silhouette portion of the icon according to aspect 15 is rainbow.

  The reason why the rainbow color is set only in the fourth special mode 1 is that the handshake event notice hold icon is displayed in rainbow, and the special symbol change display related to the special figure hold corresponding to the changing icon has started. This is because if the jackpot is announced at a stage where there is no chance, the interest of the game may be reduced. However, the matter can be set as appropriate, and a rainbow-colored display mode can be provided for the handshake meeting advance notice target hold icon.

  Further, in this embodiment, the colors related to the shaking handshake announcement non-target changing icon and the handshake meeting non-target holding icon are one type of white, but multiple types are set and the handshake meeting notice target changing Like the icon and the handshake event notice target hold icon, it is possible to suggest the degree of expectation of winning the jackpot by color.

  As described above, the normal mode and the special mode are set as the display mode of the icon, and the display mode of the icon is changed from the normal mode to the special mode during the game, or from a certain special mode to a different special mode. In this way, the interest of the game is improved. The change pattern of the icon display mode will be described later.

(Icon display area)
Next, the hold icon display areas 141 and 143 for displaying the hold icon and the changing icon display area 142 for displaying the changing icon will be described. As shown in FIG. 78A, the hold icon display areas 141 and 143 and the changing icon display area 142 are formed in the display unit 140 of the image display device 14.

  The first hold icon display area 141 in which the first hold icon is displayed is formed on the lower left side of the display unit 140, and the second hold icon display area 143 in which the second hold icon is displayed is on the lower right side of the display unit 140. The changing icon display area 142 in which the changing icon is displayed is formed between the first holding icon display area 141 and the second holding icon display area 143 so as not to overlap each other.

  The first hold icon display area 141 is divided into a first display part 141a, a second display part 141b, a third display part 141c, and a fourth display part 141d from the side of the changing icon display area 142. Each display part 141a-141d respond | corresponds to the 1st memory | storage part-the 4th memory | storage part of the 1st special symbol holding | maintenance storage area of main RAM101c.

  Therefore, the 1st hold icon displayed on the 1st display part 141a represents the special figure hold based on the special figure determination information memorize | stored in the 1st memory | storage part of a 1st special symbol reservation memory area, and the 2nd display part 141b The first hold icon displayed on the screen represents the special figure hold based on the special figure determination information stored in the second storage unit of the first special symbol hold storage area, and the first hold icon displayed on the third display unit 141c The icon represents special figure hold based on special figure determination information stored in the third storage unit of the first special symbol hold storage area, and the first hold icon displayed on the fourth display unit 141d is the first special symbol. Represents special figure hold based on special figure determination information stored in the fourth storage unit of the hold storage area.

  The second hold icon display area 143 is divided into a first display section 143a, a second display section 143b, a third display section 143c, and a fourth display section 143d from the side of the changing icon display area 142. Each display part 143a-143d respond | corresponds to the 1st memory | storage part-4th memory | storage part of the 2nd special symbol holding | maintenance storage area of main RAM101c.

  Therefore, the 2nd reservation icon displayed on the 1st display part 143a represents the special figure reservation based on the special figure determination information memorize | stored in the 1st memory | storage part of a 2nd special symbol reservation storage area, and the 2nd display part 143b The second hold icon displayed on the screen represents the special figure hold based on the special figure determination information stored in the second storage unit of the second special symbol hold storage area, and the second hold icon displayed on the third display unit 143c The icon represents special figure hold based on special figure determination information stored in the third storage unit of the second special symbol hold storage area, and the second hold icon displayed on the fourth display unit 143d is the second special symbol Represents special figure hold based on special figure determination information stored in the fourth storage unit of the hold storage area.

  Further, the changing icon displayed in the changing icon display area 142 represents the changing display of the special symbol currently being executed based on the special symbol determination information stored in the special symbol storage area (the 0th storage unit). .

  Note that the changing icon display area 142 in which the changing icon is displayed is provided on the pedestal image D in order to clearly distinguish it from the first holding icon display area 141 and the second holding icon display area 143. In addition, the broken line part in FIG. 78A is for showing each display part and display area, and although it is not actually displayed, it may be displayed.

(Processing at the start opening prize by the production control board)
With reference to FIGS. 37 and 38, the start opening winning process by the effect control board 102 will be described.

  In step S1307-1, the sub CPU 102a stores the start opening winning designation command determined to have been received in step S1304 in the effect information hold storage area of the sub RAM 102c.

  Specifically, if the received start opening prize designation command is the first start opening prize designation command, the first special figure hold number (from the first storage section to the fourth storage section of the first effect information hold storage area ( U1) is stored in the storage unit. Moreover, if the received start opening winning designation command is the second starting opening winning designation command, the second special figure hold number (U2) among the first storage section to the fourth storage section of the second effect information hold storage area is set. It is stored in the corresponding storage unit.

  In step S1307-2, the sub CPU 102a acquires the icon display mode scenario determination random number indicated by the icon display mode scenario determination random number counter provided in the sub RAM 102c, and stores it in a predetermined area of the sub RAM 102c.

  In step S1307-3, the sub CPU 102a determines whether or not an effect mode A that is a normal effect mode is currently set. If the sub CPU 102a determines in step S1307-3 that the effect mode A is not set, it moves the process to step S1307-4, and if it determines in step S1307-3 that the effect mode A is set, the process proceeds to step S1307-5. Move processing.

  In step S1307-5, the sub CPU 102a determines whether or not the display mode of the icon that is already displayed at this time is a pre-read zone effect notification mode or a pre-read zone effect suggestion mode, in other words, a zone precursor effect is executed. It is determined whether or not.

  The zone sign effect is an effect for suggesting or notifying the execution of the prefetch zone effect, and is performed by displaying an icon in the above-described prefetch zone effect notification mode or the prefetch zone effect suggestion mode. It is determined whether or not the zone precursor effect is executed based on the preliminary determination result indicated by the start opening prize designation command, and when the start opening prize designation command is stored, in other words, the start opening prize designation command is displayed. It can be executed during the period from the occurrence of the corresponding special figure hold to the end of the change display of the special symbol corresponding to the special figure hold.

  Even if the zone sign effect is executed, the prefetch zone effect may not be executed. In the following, the zone precursor effect in this case is referred to as “gasse zone precursor effect”. Further, as the gaze zone sign effect, the zone turn failure effect is executed after the zone sign effect is executed, but the prefetch zone effect may not be executed. Furthermore, although the zone warning effect is executed as the gasse zone warning effect, neither the zone turning effect nor the pre-reading zone effect may be executed.

  In step S1307-5, it is determined whether or not the display mode of the icon that is already displayed at this time is the prefetch zone effect notification mode or the prefetch zone effect suggestion mode. When the new hold icon is displayed when the pre-read zone effect suggestion mode is displayed and the zone precursor effect is being executed, the new hold icon is displayed as the pre-read zone effect notification mode or This is because the pre-read zone effect suggestion is displayed.

  By displaying the new hold icon in the same display mode as the pre-read zone effect notification mode or the pre-read zone effect suggestion mode that has already been displayed, the player can be sure to recognize the notification or suggestion of execution of the pre-read zone effect. be able to. Whether or not the display mode of the icon that is already displayed at this time is the pre-read zone effect notification mode or the pre-read zone effect suggestion mode is indicated by the predictive effect scenario data stored in the sub-RAM 102c. Can be determined based on

  If the sub CPU 102a determines in step S1307-5 that the display mode of the icon that is already displayed at this time is displayed in the prefetch zone effect notification mode or the prefetch zone effect suggestion mode, the process proceeds to step S1307-6. If it is determined that the display mode of the icon that is already displayed at this time is not the prefetch zone effect notification mode or the prefetch zone effect suggestion mode, the process proceeds to step S1307-7.

  In step S1307-6, the sub CPU 102a sets the display mode of the hold icon corresponding to the start port winning designation command related to the start port winning time process to the same type as the display mode of the icons already displayed at the present time. A zone precursor effect icon effect control command indicating that the pre-read zone effect notification mode, the pre-read zone effect suggestion mode 1 or the pre-read zone effect suggestion mode 2 is set is set in the transmission buffer of the sub RAM 102c.

  The icon effect control command for zone precursor effect set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1700. When the image control board 105 receives the zone sign effect icon effect control command, the display mode of the icons that are already displayed at the present time with the hold icon corresponding to the start port winning designation command related to the start port winning time process. By displaying in the same type of display mode (pre-read zone effect notification mode, pre-read zone effect suggestion mode 1 or pre-read zone effect suggestion mode 2) as the (pre-read zone effect notification mode or pre-read zone effect suggestion mode), the zone precursor effect is displayed. Do.

  Note that the change display of the special symbol corresponding to the start opening prize designation command that triggers the execution of the zone precursor effect ends, and the zone effect target icon (change) displayed in the pre-read zone effect notification mode or the pre-read zone effect suggestion mode When the middle icon) is erased, the display mode of the zone effect non-target icon displayed in the prefetch zone effect notification mode or the prefetch zone effect suggestion mode becomes the normal mode.

  In step S1307-10, the sub CPU 102a changes the display mode of the hold icon corresponding to the start port winning designation command related to the process at the start port winning process to the normal mode and basically does not change to the special mode thereafter. Normal icon display mode scenario data indicating the normal icon display mode scenario is stored in the effect information hold storage area of the sub RAM 102c. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1305-1.

  Here, “basically” means that, as described above, when the zone precursor effect is executed when the icon is displayed in the normal mode, This is because the mode changes to a prefetch zone effect execution suggesting mode or a prefetch zone effect execution notifying mode.

  In addition, for the same start opening winning designation command, in other words, in the same start opening winning winning process, an icon effect control command indicating a normal icon display mode scenario described later is set (step S1307-22). When an icon effect control command for zone sign effect is set (step S1307-6), it is assumed that the icon display control command is transmitted to the image control board 105 and the lamp control board 104 first. Therefore, in this case, after the hold icon of the normal mode is displayed, the display mode of the hold icon immediately changes to the prefetch zone effect execution suggestion mode or the prefetch zone effect execution notification mode.

  In step S1307-7, the sub CPU 102a, based on the pre-read zone effect scenario data and the precursor effect scenario data stored in the effect information hold storage area of the sub RAM 102c, produces a pre-read zone effect, a zone-inducing effect, or a zone precursor effect. (Hereinafter referred to as “prefetch zone effect etc.”) is not executed at this time, but it is determined whether or not it is already scheduled to be executed. The determination is made in order to prevent the pre-read zone effect and the like from being executed redundantly.

  If the sub CPU 102a determines that the prefetch zone effect or the like is scheduled to be executed, the process proceeds to step S1307-10. If the sub CPU 102a determines that the prefetch zone effect or the like is not scheduled to be executed, the process proceeds to step S1307-8. Move.

  In step S1307-8, the sub CPU 102a determines that the determination result of the jackpot determination relating to the currently executed variation effect is “hits” based on the variation effect data stored in the variation effect data storage area of the sub RAM 102c described later. It is determined whether or not. The variation effect data is identification information indicating the effect contents of the variation effect, but the variation effect data includes a jackpot determination result that triggers the execution of the variation effect. If the sub CPU 102a determines that it is “big hit”, it moves the process to step S1307-10, and if it determines that it is not “big hit”, it moves the process to step S1307-9.

  In step S1307-9, the sub CPU 102a uses the start opening prize specifying command related to the start opening prize specifying process in the start opening prize specifying command currently stored in the first effect information holding storage area of the sub RAM 102c. It is determined whether or not all of the preliminary determination results related to the first special figure hold (hereinafter referred to as “preceding hold”) corresponding to the start opening winning designation command stored previously are “reach without reach”. If the sub CPU 102a determines that all are “no reach loss”, the process proceeds to step S1307-11. If the sub CPU 102a is not all “reach without reach”, the process proceeds to step S1307-10.

  In step S1307-11, the sub CPU 102a acquires a prefetch zone effect scenario determination random number indicated by a prefetch zone effect scenario determination random number counter provided in the sub RAM 102c.

  In step S1307-12, the sub CPU 102a selects a prefetch zone effect scenario determination table (see FIG. 50) for performing prefetch zone effect scenario determination, and the prefetch acquired in step S1307-11 in the selected determination table. A pre-read zone effect scenario determination for determining a pre-read zone effect scenario by collating the random numbers for determining the zone effect scenario is performed.

  The pre-read zone effect scenario means the contents of the effect of the zone turn effect and the pre-read zone effect. The production contents of the zone production effect and the look-ahead zone production include whether or not the production effect is executed, the timing when the production production is executed, the type of the production production executed, the execution of the pre-read zone production Whether or not the prefetch zone effect is executed when the prefetch zone is executed is included.

  The pre-read zone effect scenario determination table shown in FIG. 50 is associated with the prior determination result and the current first special figure reservation number (U1) indicated by the start port winning designation command which is the target of the start port winning process. Therefore, when the sub CPU 102a selects the pre-read zone effect determination table, the pre-determination result indicated by the start opening winning designation command that is the target of the start opening winning process stored in the sub RAM 102c and the sub RAM 102c Reference is made to the number of first start opening winning designation commands stored in one production information hold storage area (first storage unit to fourth storage unit), that is, the first special figure hold number (U1).

  In addition, in each pre-read zone effect scenario determination table associated with the prior determination result and the number of first special figure reservation (U1), the pre-read zone effect scenario determination value and the selection rate (%) for each scenario, A pre-read zone effect scenario is stored in association with each other.

  Further, “the change”, “before 1 change”, “before 2 change”, and “before 3 change” described in the look-ahead zone effect scenario determination table are pre-read zone effect, turn success effect, turn failure effect 1 or The timing at which the roll failure production 2 is executed is shown. Here, “the change” represents a change display (hereinafter referred to as “the change”) of a special symbol corresponding to the start opening prize designation command related to the start opening prize process, and “1 change before” The change display of the special symbol one change before the change is displayed, “2 change before” indicates the change display of the special pattern two changes before the change, and “3 change before” indicates the change. It shows the change display of the special symbol three times before.

  When the sub CPU 102a performs the prefetch zone effect scenario determination in step S1307-12, the sub CPU 102a stores prefetch zone effect scenario data indicating the prefetch zone effect scenario as the determination result in the effect information hold storage area of the sub RAM 102c. . The storage of the pre-read zone effect scenario data is performed in the pre-read zone effect scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S 1307-13, the sub CPU 102 a is a pre-read zone effect scenario in which the result of the pre-read zone effect scenario determination in step S 1307-12 is not limited to whether or not the pre-read zone effect is executed, but includes the execution of the zone turning effect. In other words, it is determined whether or not to execute the zone turning effect based on the start opening winning designation command related to the start opening winning time processing. If the sub CPU 102a determines that the zone turning effect is to be executed, the process proceeds to step S1307-14, and if the sub CPU 102a determines not to execute the zone turning effect, the process proceeds to step S1307-4.

  In step S1307-14, the sub CPU 102a determines the final number of persons related to the zone sign effect icon (hereinafter simply referred to as “final number”), and is a final number determination random number counter provided in the sub RAM 102c. The random number for determining the final number of people indicated by is acquired.

  In step S1307-15, the sub CPU 102a selects a final number determination table for determining the final number, and compares the selected number with the final number determination random number obtained in step S1305-14. The final number of people is determined.

  The final number of people is the number of people who make up the icon used for the zone sign production, and means the number of people who finally reach. The “final” is because the direction of the zone warning effect, in other words, the number of people making up the icon used for the zone warning effect (the display mode of the icon) can change midway. is there. In this embodiment, the final number of people is set to four types of 1, 3, 5, and 7. This “one” corresponds to the second special mode, and “three” is the first. Corresponding to 3 special modes 1, “5” corresponds to the 3rd special mode 2, and “7” corresponds to the 3rd special mode 3. In other words, determining the final number of people can also mean determining the final icon display mode for the zone sign effect.

  The final number determination table shown in FIG. 51 is associated with the prefetch zone effect scenario determined in the prefetch zone effect scenario determination. In each final number determination table associated with the pre-read zone effect scenario, the final number determination value and the final number are stored in association with each other so that the selection rate (%) shown in FIG. 51 is obtained. Therefore, when selecting the final number determination table, the sub CPU 102a refers to the prefetch zone effect scenario indicated by the prefetch zone effect scenario data stored in the sub RAM 102c.

  The “precursor effect scenario determination TBL.No” described in the final number determination table is identification information of a predictor effect scenario determination table used in zone predictor effect scenario determination to be described later. The determination result of the pre-read zone effect scenario determination and the determination result of the final number determination are associated with each other. Therefore, the final number determination determines the final number of people, and also determines the precursor effect scenario determination table used in the zone precursor effect scenario determination.

  In step S1307-16, the sub CPU 102a acquires the zone precursor effect scenario determination random number indicated by the zone precursor effect scenario determination random number counter provided in the sub RAM 102c in order to determine the zone precursor effect scenario.

  The zone sign production scenario means the production contents of the zone sign production. In the contents of the zone warning effect, whether or not the zone warning effect can be executed and the icon display mode when the zone warning effect is executed is either the second special mode or the third special mode 1 to the third special mode 3. The change timing and the icon display mode after the change when changing (the number of persons constituting the icon) are included.

  In step S1307-17, the sub CPU 102a selects a zone precursor effect scenario determination table (see FIG. 52) for performing zone precursor effect scenario determination, and the zone acquired in step S1307-16 in the selected determination table. The zone precursor effect scenario determination for determining the zone precursor effect scenario is performed by collating random numbers for determining the precursor effect scenario.

  As described above, the zone sign effect scenario determination table shown in FIG. 52 includes the sign effect scenario determination TBL. In which the determination result of the pre-read zone effect scenario determination and the determination result of the final number determination in the start opening winning time process are associated with each other. Associated with No. Therefore, when the sub CPU 102a selects the zone sign effect scenario determination table, the sign effect scenario determination TBL. Derived as the determination result of the final number determination in step S1307-15. Refer to No.

  “At the time of winning”, “before 3 changes → before 2 changes”, and “before 2 changes → 1 change before” described in the zone sign effect scenario determination table are timings corresponding to the number of persons constituting the icon related to the zone sign effect. Represents. Here, “at the time of winning” represents the time when a special figure hold corresponding to the start opening winning designation command related to the start opening winning time process occurs, and “before 3 changes → before 2 changes”, the change is performed. This represents the period from when the change display of the 3rd special symbol ends to when the change display of the 2nd special symbol starts (when the hold icon is shifted). This represents a period from when the change display of the second special symbol in which the change is made ends to when the change display of the previous special symbol is started (when the hold icon is shifted).

  In FIG. 52, “when winning”, “before 3 changes → before 2 changes”, and “before 2 changes → before 1 change” are provided as the timing of the number of people constituting the icon related to the zone sign effect. In this embodiment, the timing at which the number of persons constituting the icon related to the zone sign effect changes is “at the time of winning”, “before 4 changes → before 3 changes” and “before 3 changes → before 2 changes”. And “2 changes before 1 change”, and the zone sign effect scenario determination table used when the zone sign effect scenario determination table shown in FIG. 52 is the first special figure hold number “3”. This is because only “at the time of winning”, “before 3 changes → before 2 changes”, and “before 2 changes → before 1 change” can occur.

  In the zone precursor effect scenario determination table used in the case of the first special figure hold number “4”, “when winning”, “before four changes → In the precursor effect scenario determination table used in the case of “before 3 changes”, “before 3 changes → 2 before changes”, and “before 2 changes → 1 change before” and the number of first special figure hold “2”, As the timing at which the number of icons constituting the sign effect changes, “when winning a prize” and “before 2 changes → 1 change before” are set, and the sign effect scenario used when the first special figure hold number is “1” In the determination table, “at the time of winning” is set as the timing at which the number of persons constituting the icon related to the zone sign effect changes.

  In FIG. 52, the numbers “1”, “3”, “5”, and “7” described below the column of the timing at which the number of people constituting the icon related to the zone precursor effect changes are as follows. It shows that the icon changes to a display mode composed of the number of persons.

  Therefore, for example, in the indication effect scenario 17-1, the display mode of the hold icon generated at the time of winning a prize and the display mode of the icon displayed at that time is a display mode (second special mode) consisting of the number of people “1”, and “3 In “before change → before 2 change”, the display mode of the icon displayed at that time is the display mode (third special mode 1) consisting of the number of people “3”, and in “before 2 change → before 1 change” The display content of the zone sign effect which becomes the display mode (third special mode 2) in which the display mode of the icon displayed at that time is the number of persons “5” is shown.

  In addition, if sub CPU102a performs zone precursor effect scenario determination in step S1307-17, it will memorize | store zone precursor effect scenario data which shows the zone precursor effect scenario which is the said determination result in the effect information holding | maintenance storage area of sub RAM102c. . The storage of the zone sign effect scenario data is performed in the zone sign effect scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S1307-18, the sub CPU 102a determines the pre-read zone effect scenario that is the determination result of the pre-read zone effect scenario determination in step S1307-12 and the zone predictor effect scenario that is the determination result of the zone predictor effect scenario determination in step S1307-17. A pre-read zone effect control command indicating the effect content is set in the transmission buffer of the sub-RAM 102c.

  The prefetch zone effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1700. When the lamp control board 104 and the image control board 105 receive the pre-read zone effect control command, the lamp control board 104 and the image control board 105 according to the zone precursor effect scenario and the effect content indicated by the pre-read zone effect scenario indicated by the pre-read zone effect control command. Controls production and prefetch zone production.

  In step S1307-19, the sub CPU 102a determines whether or not the result of the prefetch zone effect scenario determination in step S1307-12 is a prefetch zone effect scenario including execution of the prefetch zone effect, in other words, the start port. It is determined whether or not to execute the pre-read zone effect based on the start opening winning designation command related to the winning process. If the sub CPU 102a determines that the pre-read zone effect is to be executed, the process proceeds to step S1307-20, and the pre-read zone effect is not executed, but the zone-reading effect is executed (hereinafter, the pre-read zone effect is not executed, but the zone-reading effect is executed). If it is determined that execution is referred to as “gase zone production effect”, the process proceeds to step S1307-21.

  In step S1307-20, the sub CPU 102a selects a pre-read zone effect execution icon display mode scenario determination table (see FIG. 53) for determining an icon display mode scenario when executing the pre-read zone effect, and selects the selection. The icon display mode scenario determination which determines an icon display mode scenario by collating the random number for icon display mode scenario determination acquired by step S1307-2 with the determined determination table is performed.

  The pre-read zone effect execution scenario icon determination table shown in FIG. 53 is a predictive effect scenario in which the determination result of the pre-read zone effect scenario determination and the determination result of the final number determination in the start-up winning prize process are associated with each other. It is provided for each. Therefore, the sub CPU 102a refers to the sign effect scenario indicated by the sign effect scenario data stored in the sub RAM 102c when selecting the icon display mode scenario determination table for executing the prefetch zone effect.

  Each icon display mode scenario determination table provided for each precursor effect scenario has a plurality of icon display mode scenarios, and an icon display mode scenario determination value is appropriately assigned to each icon display mode scenario. ing.

  In addition, “at the time of winning”, “before 2 changes”, “before 1 change”, and “the change” described in the icon display mode scenario determination table for executing the pre-read zone effect indicate timings at which the icon display mode changes. Represents. As described above, when the prefetch zone effect is being executed, the display mode of the displayed zone effect target icon is the third special mode 3, and the display mode of the zone effect non-target icon is the third special mode 6. .

  Further, even if the pre-read zone effect is not executed, the zone effect target icon becomes the second special mode or the third special mode 1 or 2 as the zone sign effect before the pre-read zone effect is executed. The non-target icon becomes the second special mode or the third special mode 4, 5. And when the icon of the 2nd special mode or the 3rd special mode containing a person's silhouette is displayed in this way, the silhouette of the person who constitutes the changing icon (the main silhouette part for the 3rd special mode) The color of can change.

  For example, “white → green” of “2 before change” in the icon display mode scenario “5” in FIG. 53 is the silhouette of the person who constitutes the icon displayed in white (the main silhouette portion for the third special mode) Indicates that the color changes to green.

  Similarly, “white → green → red → zebra → rainbow” of “the change” in the icon display mode scenario “15” in FIG. 53 is the silhouette of the person who constitutes the icon displayed in white (third As for the special mode, the color of the main silhouette portion) changes stepwise from green → red → zebra pattern → rainbow color.

  In addition, the change of the color of the person's silhouette (the main silhouette portion for the third special mode) constituting the icon is appropriately performed according to the contents of the effect of the changing effect being performed at that time. The production contents of the fluctuating production for changing the color of the silhouette of the person include a temporary stop or re-variation of the pseudo-continuous production, or step by step one or more times during the fluctuating production depending on the expectation of winning the jackpot When a so-called step-up notice is made to step up an effect (effect image, effect sound, etc.), a predetermined cut-in notice for displaying a cut-in image corresponding to the degree of expectation of the jackpot winning is displayed on the image display device 14 and a jackpot winning A reach state is established at the time of execution of the advance notice which causes the speech sound to be output from the sound output device 15 while the speech image corresponding to the degree of expectation of the speech is displayed on the image display device 14, the appearance of the character, or the super reach. A predetermined operation effect by the effect accessory device 17 is appropriately set according to the changing effect at that time.

  Further, in the present embodiment, the timing at which the color of the person's silhouette (the main silhouette portion for the third special mode) constituting the icon related to the icon display mode scenario for executing the prefetch zone effect changes is the present embodiment. The present invention is not limited to this, and can be set as appropriate, for example, when the icon shifts when the predetermined variation effect ends and the next variation effect starts.

  When the sub CPU 102a performs the icon display mode scenario determination in step S1307-20, the sub CPU 102a stores icon display mode scenario data indicating the icon display mode scenario indicating the determination result in the effect information hold storage area of the sub RAM 102c. . The changing icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S1307-21, the sub CPU 102a shows the same normal icon display mode scenario as that in step S1307-10 as the icon display mode scenario of the icon corresponding to the start opening winning designation command that triggers the execution of the gaze zone turning effect. The normal icon display mode scenario data is stored in the effect information hold storage area of the sub RAM 102c.

  In the present embodiment, the icon display mode scenario of the icon corresponding to the start opening prize designation command that is basically the trigger for executing the gusset zone turning effect is the normal mode, but the trigger for executing the gusset zone turning effect is A determination table similar to the icon display mode scenario determination table for execution of the pre-read zone effect is also provided for the icon display mode scenario of the icon corresponding to the start opening winning designation command. Step S1307-20 is based on this table. It is also possible to make the determination in the same manner as the pre-read zone effect icon display mode scenario determination.

  Here, “basically” means that, as described above, when the zone precursor effect is executed when the icon is displayed in the normal mode, This is because the mode changes to a prefetch zone effect execution suggesting mode or a prefetch zone effect execution notifying mode. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S1307-22, the sub CPU 102a sets, in the transmission buffer, the icon display control command indicated by the icon display mode scenario set in the icon display mode scenario area of the sub RAM 102c in the main start port winning time process. End time processing.

  The icon display control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1700. When the lamp control board 104 and the image control board 105 receive the icon display control command, the lamp control board 104 and the image control board 105 display icons in accordance with the icon display mode scenario indicated by the changing icon display control command.

  In step S1307-4, the sub CPU 102a performs an icon display mode scenario determination process (icon display mode scenario determination process for non-running effect execution) in a case where the zone shift effect is not executed.

(Icon display mode scenario determination processing for non-exercising production effect by production control board)
Here, the icon display mode scenario determination process for the non-execution effect is described with reference to FIG.

  In step S1307-4-1, the sub CPU 102a presents an icon change notice prohibition period that is currently a period during which the icon change notice that changes the icon display mode to a special form is prohibited. Specifically, during the jackpot game, SPSP During reach production, such as during reach or SP reach, for a period of time until a predetermined time (for example, 3 seconds) has elapsed since the start of special symbol change display, for a predetermined time before the special symbol is stopped (for example, 10 seconds) or whether or not an effect of changing the icon display mode has already been executed or is scheduled to be executed. If the sub CPU 102a determines that it is the icon change notice period, it moves the process to step S1307-4-16, and if it determines that it is not the icon change notice period, it moves the process to step S1307-4-2.

  In step S1307-4-16, the sub CPU 102a stores the same normal icon display mode scenario data as the normal icon display mode scenario data stored in step S1307-10 in the effect information storage area of the sub RAM 102c. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S1307-4-2, the sub CPU 102a determines whether or not an effect mode A that is a normal effect mode is currently set. This is because in this embodiment, a handshake event notice described later is performed only in the effect mode A. If the sub CPU 102a determines that the effect mode A is set, it moves the process to step S1307-4-3, and if it determines that the effect mode A is not set, it moves the process to step S1307-4-12.

  In step S <b> 1307-4-3, the sub CPU 102 a determines whether or not all of the prior determination results related to the advance hold are “reach without reach”. If the sub CPU 102a determines that all are “no reach loss”, the process proceeds to step S1307-4-4. If the sub CPU 102a determines that all are not “reach without reach”, the process proceeds to step S1307-4-12.

  In step S1307-4-4, the sub CPU 102a indicates a handshake meeting notice execution random number counter provided in the sub RAM 102c in order to make a handshake meeting notice determination to determine whether to execute a handshake meeting notice. Get random number for handshake meeting notice execution judgment.

  The handshake event notice is a kind of notice effect that suggests that there is a possibility of winning the jackpot and / or the expectation degree of the jackpot winning, and is performed using the changing icon. In the handshake meeting notice, the changing icon that is the subject of the notice is displayed in the fourth special aspect 1, and the person who constitutes the changing icon of the fourth special aspect 1 (hereinafter referred to as “shake meeting hero”), Along with the execution of the handshake meeting notice, a predetermined handshake character appearing near the changing icon display area 142 shakes hands. When the handshake party protagonist and the handshake character are shaking hands, the color of the handshake party protagonist gradually changes when a predetermined line appears from the handshake character on the display unit 140. If the color of the hero of the handshake party gradually changes, then the color of the hero of the handshake party changes completely and the color change succeeds, and the color changes back to the original color in the middle of the color change. Sometimes the color change fails.

  The number of times a line appears in one handshake meeting notice (hereinafter referred to as “the number of lines”) is set in plural. In the present embodiment, the number of lines is set to four types of 1 to 4.

  In addition, a handshake meeting notice suggestion effect is provided in relation to the handshake meeting notice. The handshake meeting notice suggestion effect is an effect suggesting that the handshake meeting notice is executed. For the handshake event notice suggestion, the hold icon for the handshake event notice is displayed in the 4th special for the execution of the handshake event notice until the start of the handshake event notice. In addition to displaying in the mode 2, the handshake meeting notice non-target changing icon is displayed in the fourth special form 3, and the handshake meeting notice non-target hold icon is displayed in the fourth special form 4.

  In step S1307-4-5, the sub CPU 102a selects a handshake meeting notice execution determination table (see FIG. 54) for determining handshake meeting notice execution, and obtains the selected table in step S1307-4-4. The random number for the handshake meeting notice execution determination is collated, and the handshake meeting notice execution determination for determining whether or not the handshake meeting is executed is performed.

  The handshake meeting notice execution determination table shown in FIG. 54 is associated with the preliminary determination result of the start opening prize designation command that is the target of the start opening prize processing. Therefore, when selecting the handshake meeting notice execution determination table, the sub CPU 102a refers to the preliminary determination result indicated by the start opening prize designation command that is the target of the start opening winning process stored in the sub RAM 102c.

  As shown in FIG. 54, in each handshake meeting notice execution determination table associated with the pre-determination result, the handshake meeting notice execution is performed to determine whether or not the handshake meeting notice is executed so that the selection rate (%) shown in FIG. 54 is obtained. Determination values are stored in association with each other.

  In step S1307-4-6, the sub CPU 102a determines whether or not the determination result of the handshake meeting notice execution determination in step S1307-4-5 is “execute handshake meeting notice”. If the sub CPU 102a determines that the handshake meeting advance notice is to be executed, the process proceeds to step S1307-4-7. If the sub CPU 102a determines that the handshake meeting advance notice is not to be executed, the process proceeds to step S1307-4-12.

  In step S1307-4-7, the sub CPU 102a determines the final display mode of the icon when the handshake meeting notice is executed, specifically, the final color of the handshake meeting notice hero constituting the shaking hand notice notice changing target icon. In order to perform the final icon display mode determination to be performed, a random number for determining the final icon display mode for the handshake event indicated by the random number counter for determining the final display mode icon for the handshake event provided in the sub RAM 102c is acquired.

  In step S1307-4-8, the sub CPU 102a selects and selects the icon final display form determination table for handshake meeting notice (see FIG. 55) for determining the icon final display form for handshake meeting notice. An icon final display mode determination for handshake meeting advance notice is performed to determine the icon final display form for handshake meeting advance notice by collating the random number for icon final display form determination acquired in step S1307-4-7 with the table.

  55. The final display mode determination table for the handshake event notice shown in FIG. 55 is associated with the prior determination result of the start opening prize designation command and the current first special figure hold number (U1), which is the target of the start opening winning process. It has been. Therefore, when the sub CPU 102a selects the icon final display mode determination table for handshake meeting advance notice, the pre-determination indicated by the start opening prize designation command which is the target of the start opening prize process stored in the sub RAM 102c. The result and the number of first start opening winning designation commands stored in the first effect information holding storage area of the sub RAM 102c are referred to.

  As shown in FIG. 55, the icon final display mode determination table for handshake meeting notice associated with the prior determination result and the first special figure hold number (U1) includes a plurality of icon final display modes, The icon final display mode determination value is stored in association with each icon final display mode so that the selection rate (%) shown in FIG. 55 is obtained.

  The “final color pattern” described in the icon final display mode determination table for handshake meeting notice is used when selecting a line number determination table used for line number determination, which will be described later. It is the identification information in which the preliminary determination result which the start opening prize designation | designated command which concerns on a process shows, the 1st special figure holding | maintenance number, and the icon last display mode were linked | related. Therefore, the final icon display mode is determined by the final icon display determination for the handshake event.

  In step S1307-4-9, the sub CPU 102a performs the line number determination for determining the number of lines that appear in the handshake meeting notice, and the line number indicated by the line number determination random number counter provided in the sub RAM 102c. Get random number for judgment.

  In step S1307-4-10, the sub CPU 102a selects a speech count determination table (see FIG. 56) for handshake meeting notice for performing speech count determination, and adds the selected table to the selected table in step S1307-4-9. The number of lines is determined by checking the acquired number of lines for determining the number of lines to determine the number of lines for the handshake meeting notice.

  The dialogue count determination table shown in FIG. 56 is a table for determining the dialogue count, and is associated with the final color pattern associated with the icon final display mode. Therefore, when selecting the dialogue count determination table, the sub CPU 102a refers to the final color pattern derived as the determination result of the final display mode determination for the handshake event notification in step S1307-4-8.

  Each line number determination table associated with the final color pattern has a line number, and the line number determination value appropriately corresponds to each line number so that the selection rate (%) shown in FIG. 56 is obtained. Attached and stored. Therefore, the number of lines is determined by determining the number of lines for the handshake meeting notice.

  In step S1307-4-11, the sub CPU 102a selects an icon display mode scenario determination TBL determination table (see FIG. 57) for handshake meeting notice, and compares the final color pattern with the number of lines in the selected table. The icon display mode scenario determination table (see FIG. 58) for determining the icon display mode when the handshake meeting notice is executed is determined.

  “Icon display mode scenario determination TBL.No for handshake meeting advance notice” described in the icon display form scenario determination TBL determination table shown in FIG. It is the identification information of the icon display mode scenario determination table (see FIG. 58) for meeting notice, and the final color pattern and the number of lines related to the number of lines determination are associated with each other. Therefore, the icon display mode scenario determination table for handshake meeting notice is determined by collating the final color pattern with the number of lines.

  In step S1307-4-12, the sub CPU 102a selects an icon display mode scenario determination table (see FIG. 58) for handshake event notification for determining an icon display mode scenario when executing a handshake event notification. A handshake meeting preview icon display mode scenario determination is performed in which the icon display mode scenario determination random number acquired in step S1307-2 is checked against the selected determination table to determine an icon display mode scenario for the handshake meeting preview.

  The icon display mode scenario determination table for handshake meeting advance notice shown in FIG. 58 is a table for determining an icon display form scenario for executing a handshake meeting advance notice. Associated with No. Therefore, when the sub CPU 102a selects the icon display mode scenario determination table for handshake meeting advance notice, the icon display form scenario determination TBL. For handshake meeting advance notice determined in step S1307-4-11. Refer to No.

  As shown in FIG. 58, icon display mode scenario determination TBL. In the icon display mode scenario determination table for each handshake meeting notice associated with No, an icon display form scenario for handshake meeting notice is provided, and each handshake meeting notice is set so as to have a preset selection rate. An icon display mode scenario determination value is stored in association with an appropriate icon display mode scenario. In the present embodiment, the number of icon display mode scenarios provided for each handshake meeting preview icon display mode scenario determination table varies, and the icon display mode scenario determination table for each handshake meeting preview varies. The icon display mode scenario determination values are appropriately associated with the icon display mode scenarios for the handshake meeting notice so that the selection rate of each icon display mode scenario provided in the middle icon display mode scenario determination table is uniform. Suppose that

  FIG. 58 is an example of an icon display mode scenario determination table for handshake meeting advance notice. Icon display mode for handshake meeting advance notice “At the time of winning”, “1 change before → change” and “the (line) 1st”, “the (line) 2nd” “the ( “The dialogue” 3rd ”and“ the (the dialogue) 4th ”represent the timing when the icon display mode changes due to the handshake meeting notice.

  As described above, the number of dialogues that can appear from a given character in one handshake meeting notice is 1 to 4 times, and “the (part) first time” indicates the appearance of the first dialogue in the handshake meeting notice. “The second line” represents the appearance of the second line in the handshake meeting notice, “The third line” represents the third line appearance in the handshake meeting notice, "(Line) 4th" represents the appearance of the 4th line in the handshake meeting notice.

  “White” for “winning” described in FIG. 58 indicates that when the handshake meeting notice target hold icon is displayed at the time of winning, it is suddenly displayed in the fourth special mode 21 of white. . On the other hand, “white” for “before 1 change → the change” indicates that the handshake meeting notice target hold icon displayed in the normal mode at the time of winning a prize is shifted to the changing icon display area 142 and the handshake meeting notice target is changing. When it becomes an icon, it shows that the said handshake meeting notice object changing icon is displayed with the 4th special aspect 11 of white.

  In addition, “-successful success” described in FIG. 58 indicates that the change to the color corresponding to “-” of “--successful success” is successful, and “--successful failure” refers to “ Change to a color that falls under "~" in "Successful success" fails, specifically, it tries to change to a color that matches "~", but returns to the color before the change in the middle of the change . In the present embodiment, the color change is performed from the lower end to the upper end of the handshake meeting notice hero.

  For example, in the icon display mode scenario “120” for handshake meeting notice, the handshake meeting notice target hold icon of the fourth special form 21 (the person part is white) is displayed at the time of winning, and the handshake meeting notice target hold icon is When the icon is shifted to the changing icon display area 142 and becomes the changing icon for the handshake meeting notice object, it becomes the changing icon for the handshake meeting notice object of the fourth special mode 11 (the main character of the handshake meeting is white). After the appearance of the first dialogue, the handshake meeting hero's color changes to green after the handshake meeting hero's color of the changing icon for the handshake meeting notice subject changes to green. With the appearance of the second dialogue, after the inciting effect of whether or not the handshake party hero's color changes to red, the handshake party hero's color changes to red and the third dialogue appears. The handshake party owner After the reverberation of whether or not the color of the handshake changes to a zebra pattern, the color of the hero of the handshake party changes to the zebra pattern, and when the fourth line appears, the color of the hero of the handshake party changes to rainbow This represents the content of the effect in which the color of the protagonist of the handshake meeting changes to a rainbow after the effect of whether or not it changes.

  In addition, in the icon display mode scenario “122” for handshake meeting notice, the handshake meeting notice target hold icon of the fourth special form 21 (the person part is white) is displayed at the time of winning, and the handshake meeting notice target hold icon is When the icon is shifted to the changing icon display area 142 and becomes the changing icon for the handshake meeting notice object, the icon is the changing icon for the handshake meeting notice object of the fourth special mode 12 (the main character of the handshake meeting is green). After the appearance of the first dialogue, after the rendition of whether or not the handshake party hero's color changes to red, the handshake party hero's color changes to red and the second dialogue appears. In addition, after the reverberation of whether or not the color of the hero of the handshake party changes to the zebra pattern, the color of the hero of the handshake party returns to red without changing to the zebra pattern, and the appearance of the third dialogue , The color of the hero of the handshake meeting Whether the color of the handshake party hero changes to iridescent when the 4th line appears, after returning to red without changing to the zebra pattern after the indomitable effect of whether to change to the bra pattern This represents the contents of the production in which the color of the protagonist of the handshake meeting changes to a rainbow color after such a production is performed.

  When the sub CPU 102a performs the handshake meeting notice icon display mode scenario determination in step S1307-4-12, the handshake meeting notice icon display form scenario indicating the handshake meeting notice icon display form scenario indicating the determination result is obtained. The data is stored in the effect information hold storage area of the sub RAM 102c. The handshake meeting notice icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In step S1307-4-13, the sub CPU 102a changes the final icon display mode (hereinafter referred to as “normal icon final display mode”) when the pre-read zone effect or the like is not executed and the handshake meeting notice is not executed. In order to perform the normal icon final display mode determination to be determined, the normal icon final display mode determination random number indicated by the normal icon final display mode determination random number counter provided in the sub RAM 102c is acquired.

  In step S1307-4-14, the sub CPU 102a selects a normal icon final display mode determination table for determining a normal icon final display mode, and adds the selected table to the selected table in step S1307-4-13. The normal icon final display mode determination for determining the normal icon final display mode is performed by collating the acquired normal icon final display mode determination random numbers.

  The normal icon final display mode determination table is associated with the preliminary determination result of the start port winning designation command that is the target of the start port winning process and the current first special figure hold number (U1) (FIG. 59). reference). Therefore, when the sub CPU 102a selects the normal icon final display mode determination table, the preliminary determination result indicated by the start opening winning designation command that is the target of the start opening winning process stored in the sub RAM 102c and The number of first start opening winning designation commands stored in the first effect information hold storage area of the sub RAM 102c is referred to.

  As shown in FIG. 59, the normal icon final display mode determination table associated with the preliminary determination result and the first special figure hold number (U1) is provided with a plurality of icon final display modes. The icon final display mode determination value is stored in association with each icon final display mode so that the selection rate (%) shown in FIG.

  In addition, “normal icon display mode scenario determination TBL.No” described in the normal icon final display mode determination table of FIG. 59 is used when selecting a normal icon display mode scenario determination table to be described later. Used for. Therefore, the final icon display mode is determined in the normal icon final display mode determination, and the normal icon display mode scenario determination table is determined.

  In step S1307-4-15, the sub CPU 102a performs a normal icon display mode scenario determination table for determining an icon display mode scenario when the pre-read zone effect or the like is not executed and the handshake meeting notice is not executed (see FIG. 60), and the normal icon display mode scenario determination for determining the normal icon display mode scenario by collating the selected icon display mode scenario determination random number acquired in step S1307-2 with the selected table. Do.

  The normal icon display mode scenario determination table shown in FIG. 60 is a table for determining an icon display mode scenario when the pre-read zone effect or the like is not executed and the handshake meeting notice is not executed, and is stored in the sub RAM 102c. The pre-determination result indicated by the start opening prize designation command that is the target of the start opening prize processing, the number of first start opening prize designation commands stored in the first presentation information hold storage area of the sub-RAM 102c, and , Normal icon display mode scenario determination TBL. Associated with the normal icon final display mode. Associated with No. Therefore, when the sub CPU 102a selects the normal icon display mode scenario determination table, the normal icon display mode derived as the determination result of the normal icon final display mode determination in step S1307-4-13. Scenario determination TBL. Refer to No.

  As shown in FIG. 60, the normal icon display mode scenario determination TBL. Each normal icon display mode scenario determination table associated with No includes normal icon display mode scenarios, and each normal icon display mode scenario has a preset selection rate. In addition, icon display mode scenario determination values are stored in association with each other as appropriate. In the present embodiment, the number of icon display mode scenarios provided in each normal icon display mode scenario determination table varies, and in each normal icon display mode scenario determination table, the changing icon display mode Assume that an icon display mode scenario determination value is appropriately associated with each normal icon display mode scenario so that the selection rate of each icon display mode scenario provided in the scenario determination table is uniform.

  FIG. 60 is an example of a normal icon display mode scenario determination table. The “when winning”, “before 2 changes → 1 change before”, “1 change before”, “before 1 change → the change” and “the change” described in the normal icon display mode scenario determination table are: The timing at which the icon display mode changes is shown.

  “Succeeding throwing kiss notice” described in FIG. 60 indicates that a throwing kiss notice described later is performed and the display mode of the hold icon or the changing icon changes. “Throwing kiss notice failure 1” indicates that a throwing kiss notice described later is performed, but the display mode of the hold icon or the changing icon does not change. Further, “throwing kiss notice failure 2” indicates that a throwing kiss notice to be described later is about to be performed, but the throwing kiss notice is not executed.

  In FIG. 60, the parentheses after “successful throwing kiss notice” shown in FIG. 60 indicate the display mode of the pending icon or the changing icon depending on the throwing kiss notice.

  For example, in the normal icon display mode scenario “70”, the hold icon of the second special mode is displayed at the time of winning a prize, and the special symbol of the previous one is displayed after the change display of the special symbol two times before the change ends. When the change display of is started, the display mode of the hold icon changes to the second special mode 11, and the display mode of the hold icon is the second special mode by the throwing kiss notice in the change display of the previous special symbol. When the change is started and the change is started after the change display of the previous special symbol is finished, the display state of the hold icon is changed to the second special form 13.

  Further, in the normal icon display mode scenario “73”, the normal mode hold icon is displayed at the time of winning a prize, and the display mode of the hold icon is displayed in the throwing kiss notice in the change display of the special symbol immediately before the change. 2 When trying to change to the special mode 11, the change ends in failure, remains in the normal mode, and when the change is started after the change display of the previous special symbol ends, The display mode is changed to the second special mode 12, and in the change, the display mode of the changing icon is changed to the second special mode 13 by the throwing kiss notice.

  When the sub CPU 102a performs the normal icon display mode scenario determination in step S1307-4-15, the normal CPU icon display mode scenario data indicating the normal icon display mode scenario indicating the determination result is stored in the sub RAM 102c. Store in the effect information hold storage area. The normal icon display mode scenario data is stored in the icon display mode scenario area of the same storage unit as the storage unit storing the start opening winning designation command in step S1307-1.

  In the present embodiment, the first special mode is set as the display mode of the normal icon when neither the pre-reading zone effect nor the handshake meeting notice is performed. As the first special mode, one kind of blinking display mode in which the shape is circular and the color is white is set. However, in the same manner as the second special mode 11 to the second special mode 15, the color is changed. It is also possible to set a plurality of different first special modes.

  In this case, for example, the first special mode 11 is a blinking display mode in which the shape is circular and the color is white, the first special mode 12 is a display mode in which the shape is circular and the color is green, and the shape is circular and the color is red. The display mode is a first special mode 13, the display is a circle with a zebra pattern, the first special mode 14, and the display is a circle with a rainbow color. Then, in which first special mode the icon is displayed can be determined based on whether or not the prior determination result indicated by the start opening winning designation command relating to the changing icon is a big hit.

  In this case, the jackpot winning expectation degree according to the first special mode 11 to the first special mode 15 is the same as the second special mode: first special mode 11 <first special mode 12 <first special mode 13 <first It can also be made higher in the order of special mode 14 <first special mode 15. When the icon display mode is changed from the first special mode 11 to the first special mode 15, the icon is displayed as a hold icon before it becomes a changing icon (so-called “look-ahead stage”) ( When the icon is displayed as the hold icon in the first hold icon display area 141), the first special mode 11 to the first special mode 15 can be easily changed.

(Production control board production mode setting process)
Next, the effect mode setting process by the effect control board 102 will be described with reference to FIG.

  In step S1310-1, the sub CPU 102a selects an effect mode determination table (see FIG. 65) for setting the effect mode related to the execution of the variable effect, and in step S1310-2, the gaming state stored in the sub RAM 102c. Check the number of remaining times and the remaining number of high probabilities.

  The effect mode determination table shown in FIG. 65 is a table for determining the effect mode. The game state (low probability game state, high probability game state, non-short time game state, short time game state), short time remaining number of times, high probability The remaining number of times, the production mode, and the production mode flag are associated.

  In step 1310-3, the sub CPU 102a determines the effect mode by comparing the gaming state, the remaining number of time reductions, and the remaining number of high probabilities with the selected effect mode determination table. The corresponding effect mode flag (00H to 02H) is set (stored) in the effect mode flag storage area of the sub RAM 102c, and the effect mode setting process is terminated.

(Determination design stop display pattern determination processing of the production control board)
Next, the effect symbol stop display pattern determination process by the effect control board 102 will be described with reference to FIG.

  In step S1312-1, the sub CPU 102a checks the current effect mode by referring to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, and is associated with the current effect mode. A production symbol stop display pattern determination table is selected. This is because the effect symbol stop display pattern determination table for determining the effect symbol stop display pattern representing the combination (placement) of effect symbols on a predetermined effective line in the stop display of the effect symbols is divided according to the effect mode. It is.

  In step S1312-2, the sub CPU 102a analyzes the effect symbol designation command stored in the effect symbol designation command area of the effect information in the sub RAM 102c. This is because each effect symbol stop display pattern determination table divided according to the effect mode is further divided according to the effect symbol designation command. In step S1312, the effect symbol stop display pattern determination table (see FIG. 66) associated with the effect symbol designation command analyzed in step S1307-2 is selected. In step S1312, the sub CPU 102a acquires a random value indicated by the random number counter related to the random number for determining the effect symbol stop display pattern.

  In each effect symbol stop display pattern determination table, one or more effect symbol stop display patterns are stored in association with the effect symbol stop display pattern determination value, for example, as shown in FIG. 66 (a). The effect symbol stop display pattern determination value is appropriately assigned to the effect symbol stop display pattern so as to obtain a preset selection rate.

  In step S1312-5, the sub CPU 102a compares the effect symbol stop display pattern determination random number acquired in step S1312- 4 with the effect symbol stop display pattern determination table selected in step S1312--3, and stops the effect symbol stop. The effect symbol stop display pattern determination for determining the display pattern is performed, and the effect symbol stop display pattern is determined.

  In step S1312-6, the sub CPU 102a sets an effect symbol stop display control command corresponding to the effect symbol stop display pattern determined in step S1312-5 in the transmission buffer of the sub RAM 102c, and in step S1312-7, the effect symbol. The effect symbol stop display pattern data corresponding to the stop display pattern is set in the effect symbol stop display pattern data storage area of the sub-RAM 102c.

  The effect symbol stop display control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1700. When the lamp control board 104 and the image control board 105 receive the effect symbol stop display control command, when the special symbol stop display is performed, the lamp control substrate 104 and the image control board 105 display the effect symbol stop display based on the effect symbol stop display pattern indicated by the command. It is executed on the display unit 140 of the image display device 14.

  In step S1312-8, the sub CPU 102a confirms the storage area of the effect information in the sub RAM 102c, and in step S1312-9, the change effect corresponding to the stop display of the effect symbol related to the present effect symbol stop display pattern determination process (from now on) It is confirmed whether or not the zone turning effect is executed in the changing effect to be performed). If the sub CPU 102a determines that the zone turning effect is executed, it moves the process to step S1312-2, and if it determines that the zone turning effect is not executed, the sub CPU 102a ends the effect symbol stop display pattern determination processing.

  In step S1312-10, the sub CPU 102a uses the effect symbol stop display pattern determination table for zone turning effect stored in the sub ROM 102b (see FIG. 66) to determine the effect symbol stop display pattern for zone turning effect. Do. As shown in FIG. 66 (b), in the effect symbol stop display pattern determination table for zone turning effect, the type (type) of zone turning effect is associated with the special symbol used in the stop display of the effect symbol. Stored.

  In step S1312-21, the sub CPU 102a sets an effect symbol stop display control command for zone turning effect corresponding to the effect symbol stop display pattern determined in 1312-10 in the transmission buffer of the sub RAM 102c.

  The effect symbol stop display control command for zone turning effect set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1700. Then, when the lamp control board 104 and the image control board 105 receive the effect symbol stop display control command for the zone turning effect, when the special symbol is stopped and displayed, the effect is based on the effect symbol stop display pattern indicated by the command. The stop display of the symbol (special symbol) is executed on the display unit 140 of the image display device 14 in preference to the stop display of the effect symbol based on the normal effect symbol stop display control command.

  Therefore, in the successful turn effect, the special symbol related to the turn effect is stopped and displayed for the left region, the center region, and the right region of the display unit 140. On the other hand, in the turn failure production 1, the special symbol related to the turn production is stopped and displayed for the left region and the right region of the display unit 140, and the normal region determined in step S <b> 1312-5 is displayed for the center region. The production symbol is stopped and displayed. Further, in the turn failure effect 2, the special symbol related to the turn effect is stopped and displayed for the left area of the display unit 140, and the normal effect determined in step S1312-5 for the center area and the right area. The symbol is stopped and displayed.

(Pre-read zone production start determination process of production control board)
The prefetch zone effect start determination process by the effect control board 102 will be described with reference to FIG.

  In step S1314-1, the sub CPU 102a confirms the prefetch zone effect scenario indicated by the prefetch zone effect scenario data stored in the storage area of the sub RAM 102c. In step S1314-2, the prefetch zone effect execution is performed. It is determined whether or not the prefetch zone effect is executed with the (current) variation effect corresponding to the special figure variation pattern designation command related to the determination process. If the sub CPU 102a determines that the prefetch zone effect is to be executed, the process proceeds to step S1314-3. If the sub CPU 102a determines that the prefetch zone effect is not to be executed, the sub CPU 102a ends the prefetch zone effect start determination process.

  In step S1314-3, the sub CPU 102a sets a prefetch zone effect control command corresponding to the prefetch zone effect scenario in the transmission buffer of the sub RAM 102c. In step S1314-4, the sub CPU 102c sets an icon effect control command for prefetch zone effect. Set to the send buffer.

  The prefetch zone effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. The lamp control board 104 and the image control board 105 cause the pre-read zone effect to be executed with the current variation effect when the pre-read zone effect control command is received, and the current time when the pre-read zone effect control command is not received. The pre-read zone effect is not executed with the fluctuation effect.

  Further, the icon effect control command for prefetch zone effect set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. When receiving the icon effect control command for the prefetch zone effect, the image control board 105 changes the currently displayed icon display mode to the prefetch zone effect notification mode when the icon display mode is not the prefetch zone effect notification mode. When the icon control command for prefetch zone effect is received, the image control board 105 continues the prefetch zone effect notification mode if the icon is already displayed in the prefetch zone effect notification mode.

(Change control pattern determination processing of effect control board)
The variation effect pattern determination process by the effect control board 102 will be described with reference to FIG.

  In step S1315-1, the current effect mode and the effect mode flag stored in the effect mode flag storage area of the sub-RAM 102c and the effect information of the sub RAM 102c are referred to the pre-read zone effect scenario data stored in the storage area. Check the pre-read zone production scenario.

  In step S1315-2, a variable effect pattern determination table (see FIGS. 67 to 72) associated with the current effect mode and the prefetch zone effect scenario is selected. This is because the variation effect pattern determination table for determining the effect contents of the variation effect is set in association with the effect mode (effect modes A to C) and the prefetch zone effect scenario.

  As shown in FIGS. 67 to 72, the variation effect pattern determination table associated with each effect mode includes a selection rate (a determination result of jackpot determination, a special figure variation pattern designation command, a variation effect pattern determination random number). %), The type of variation effect pattern to be selected, the variation effect control command corresponding to the variation effect pattern, the time of variation effect corresponding to the variation effect pattern, and the effect contents of the variation effect.

  The variation effect pattern is an effect aspect of the variation effect, and by determining the variation effect pattern, the image display device 14, the audio output device 15, the effect lighting device 16, the effect accessory device 17, and The specific effect content (mode) of the change effect performed by the effect button device 18 is also determined. For example, the effect contents of the change effect in the image display device 14 include the elements of the change effect such as the effect display change display mode (presence / absence of pseudo-continuous effect), the presence / absence of the reach effect, the content of the reach effect, and the effect development configuration. Are associated. Details of the variation effect pattern determination table will be described later with reference to FIGS.

  In step S1315-3, the sub CPU 102a confirms the special figure variation pattern designation command stored in the storage area of the effect information of the sub RAM 102c. In step S1315-4, the random number counter related to the random number for variation effect pattern determination is displayed. In step S1315-5, the jackpot determination result, the special figure variation pattern designation command, and the variation effect pattern determination random number are collated with the variation effect pattern determination table selected in step S1315-2. A variation production pattern is determined.

  In step S1315-6, the sub CPU 102a sets a variable effect control command corresponding to the determined variable effect pattern in the transmission buffer of the sub RAM 102c, and in step S1315-7, the variable effect time, which is the effect time of the variable effect, is set. In step S1315-8, the variable effect data corresponding to the variable effect pattern is set in the variable effect data storage area of the sub RAM 102c.

  The variation effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output processing in step S1700. When the lamp control board 104 and the image control board 105 receive the fluctuation effect control command, the lamp control board 104 and the image control board 105 cause the effect display device such as the image display device 14 to execute the change effect based on the change effect pattern indicated by the command.

  The variation effect timer counter is subtracted every 4 ms in step S1200. The sub CPU 102a can specify the remaining time of the variation effect, in other words, the time elapsed since the variation effect was started, by the variation effect timer counter.

(Variation effect pattern judgment table)
67 to 72 are diagrams showing a variation effect pattern determination table that is referred to when a variation effect pattern is determined. 67 to 70 are diagrams showing a variation effect pattern determination table for effect mode A, FIG. 71 is a change effect pattern determination table for effect mode B, and FIG. 72 is a change for effect mode C. It is a figure which shows an effect pattern determination table.

  Of the variation effect pattern determination table for effect mode A, FIG. 67 is a table that is selected when the zone precursor effect and the prefetch zone effect are not executed, and FIG. FIG. 68 (b) is a table selected at the time of execution of the zone turning failure production 2, and FIG. 69 is a table selected at the time of execution of the zone turning success production (rushing into the pre-reading zone production). FIG. 70 is a table selected during execution of the prefetch zone effect.

  Here, each term described in the production contents of the variation production pattern determination table shown in FIGS. 67 to 72 will be described.

  “No simulated resurrection” means that a simulated resurrection effect that indicates the occurrence of a pseudo-continuous effect or a chance stop is temporarily stopped (the occurrence of a pseudo-continuous effect is expected) is not executed. . “Pseudo-turning failure” means that the false-turning effect is executed but the pseudo-continuous symbols and chances are not temporarily stopped. “Successful simulation” means that the simulation effect is executed and the pseudo-continuous symbols and chances are temporarily stopped. “Pseudo-continuous” means that the temporary change of the temporarily stopped effect symbol is executed.

  “Reach roll failure” means that the reach roll effect is executed whether or not the reach effect is executed, but the reach effect is not executed because the reach is not established. “Success in reaching the reach” means that the reach effect is executed, the reach is established, and the reach effect is executed.

  “Shortening variation” means that a shortened variation effect is executed in which the production time (variation time) is shorter than the normal variation (6 seconds or 8 seconds) and no reach occurs. “Super-shortening variation” means that a super-shortening variation effect is executed in which the production time (fluctuation time) is shorter than the shortened variation effect (2 seconds or 4 seconds) and no reach occurs.

  “N reach” means that a normal reach effect is executed. “N-reach (transition effect)” indicates a transition to a normal reach effect, an SP reach effect, or an SPSP reach effect (executed in the process of developing into an SP reach effect or an SPSP reach effect). Means that is executed. “N reach (transition / return effect)” means that the normal reach effect and the transition effect are executed, but the return effect is not executed, so that it does not develop into the SP reach effect or the SPSP reach effect.

  “SP reach 1” means that a dedicated (unique) first SP reach effect is executed in effect mode A (normal game state). “SP reach 2” means that a dedicated (specific) second SP reach effect is performed in effect mode A (normal game state). It should be noted that the second SP reach production is set so that the expectation of winning a big hit (special game is executed) is higher than the first SP reach production.

  “SP reach 3” means that the third SP reach effect dedicated (unique) is executed in the effect mode B (probability game state). “SP reach 4” means that a dedicated (unique) fourth SP reach effect is executed in effect mode B (probability game state). Note that the fourth SP reach production is set to have a higher expectation of winning the big win (special game is executed) than the third SP reach production.

  “SP reach 5” means that a dedicated (unique) fifth SP reach effect is executed in effect mode C (low-probability short-time gaming state). “SP reach 6” means that a dedicated (unique) sixth SP reach effect is performed in effect mode C (low-probability short-time gaming state). Note that the sixth SP reach production is set to have a higher expectation of winning the big win (special game is executed) than the fifth SP reach production.

  “SPSP reach 1” means that a dedicated (unique) first SPSP reach effect is performed in effect mode A (normal game state). “SPSP reach 2” means that a dedicated (specific) second SPSP reach effect is executed in effect mode A (normal game state). Note that the second SPSP reach production is set to have a higher expectation of winning the big win (special game is executed) than the first SPSP reach production.

  “SPSP reach 3” means that the third SPSP reach effect dedicated (specific) is executed in the effect mode B (probability game state). “SPSP reach 4” means that a dedicated (unique) fourth SPSP reach effect is performed in effect mode B (probability game state). Note that the fourth SPSP reach production is set to have a higher expectation of winning the big win (special game is executed) than the third SPSP reach production.

  “SPSP reach 5” means that a dedicated (unique) fifth SPSP reach effect is executed in effect mode C (low-probability short-time gaming state). “SPSP reach 6” means that a dedicated (unique) sixth SPSP reach effect is executed in effect mode C (low-probability short-time gaming state). Note that the sixth SPSP reach production is set to have a higher expectation of winning the big win (special game is executed) than the fifth SPSP reach production.

  “ST effect 1” means that the first step effect, which is the first step of the story effect consisting of a plurality of steps (stages), is executed on the display unit 140 of the image display device 14. “ST effect 2” means that the second step effect, which is the second step of the story effect, is executed. “ST effect 3” means that the third step effect, which is the final step of the story effect, is executed.

  It should be noted that the story production has a high expectation of winning the jackpot as the step production progresses to the next step production with the temporary stop and re-variation (special production) of the production pattern in the pseudo-continuous production. It is a notice effect that suggests (expects the execution of a special game) and suggests that the expectation that the special game will be executed is higher than the case where the story effect is not executed (the expectation of the execution of the special game). It is a kind. In addition, the degree of expectation of winning the special game when each step effect of the story effect is executed is first step effect <second step effect <third step effect.

  “Zone-turning failure effect 1” means that zone-turning failure effect 1 that checks whether or not the pre-reading zone effect is executed is executed. “Zone-turning failure 2” means that zone-turning failure production 2 is executed to determine whether or not the pre-reading zone production is executed. “Successful zone turning” means that a successful zone turning effect is performed that notifies (directs) that the pre-reading zone effect is executed.

  “Zone effect” means that the first zone effect of the prefetch zone effect is executed on the display unit 140 of the image display device 14. “Thermal zone effect” means that the second zone effect of the prefetch zone effect is executed on the display unit 140 of the image display device 14.

  Note that the pre-read zone effect is a pre-reading notice effect that expects a big win by executing the zone effect over one or more variable effects (variable display of special symbols). It is a kind of sign production that suggests that it is expensive. In addition, the degree of expectation of winning the special game when each pre-reading zone effect is executed is the first zone effect <the second zone effect.

  Thus, each variation effect pattern determination table is executed by the image display device 14 by setting a dedicated variation effect pattern or by setting various effects to be executed at different rates. The effect mode of the variable effect is different for each effect mode (game state). Note that the type of variation effect pattern executed in the normal game state and the probability variation game state may be the same, or the type of variation effect pattern executed in the normal game state and the low probability short-time game state are the same. Alternatively, the types of variation effect patterns executed in the probability variation gaming state and the low probability short-time gaming state may be the same.

  As a first feature of the variation effect pattern determination table shown in FIGS. 67, 71, and 72, if the effect effect (variation time) is the same effect effect pattern, the pseudo effect effect is not simulated. The variation effect pattern in which the rendition effect is executed has a higher expectation of winning the big hit (special game is executed). By doing so, it is possible to increase the player's expectation on whether or not the pseudo-continuous performance is executed, and it is possible to improve the interest of the game.

  As a second feature of the variation effect pattern determination table shown in FIG. 67, FIG. 71 and FIG. 72, if the effect time (variation time) is the same variation effect pattern, the pseudo-continuous effect is executed without the story effect. The variation effect pattern in which the pseudo-continuous effect is executed with the story effect is more likely to be a big hit (special game is executed) than the variable effect pattern. By doing so, it is possible to increase the player's expectation as to whether or not the pseudo-continuous effect is accompanied by a story effect, and it is possible to improve the interest of the game.

  As a third feature of the variation effect pattern determination table shown in FIGS. 67, 71, and 72, the specific reach is achieved by executing the transition effect after the story effect (corresponding to the sign effect) is executed as the change effect pattern. The first story pseudo-variation effect pattern (corresponding to the first specific effect mode) that develops to the effect (SP / SPSP reach effect) and the transition effect is executed after the story effect is executed, but the return effect is executed The second story pseudo-variation effect pattern (corresponding to the second specific effect mode) is set in which the transition effect is executed after the return to the story effect and develops to the specific reach effect. By doing so, it is possible to execute an unprecedented novel variation effect, and it is possible to improve the interest of the game.

  The fourth feature of the variation effect pattern determination table shown in FIG. 67, FIG. 71 and FIG. 72 is that the second story pseudo-variation effect pattern wins a big hit (the special game is executed) than the first story pseudo-variation effect pattern. There are high expectations. In this way, when the story effect is executed, the player's expectation as to whether it is the first story pseudo-variable effect pattern or the second story pseudo-variable effect pattern can be increased. Can be improved.

  As a fifth feature of the variation effect pattern determination table shown in FIGS. 67, 71 and 72, the story effect that returns after the return effect is executed in the second story pseudo-change effect pattern is the first before the transition effect is executed. The second step effect is not the second step effect but the third step effect (step skipping is performed across the transition effect). In this way, the difference between the first story pseudo-variation effect pattern and the second story pseudo-change effect pattern can be clarified, and the player's expectation for the second story pseudo-change effect pattern can be increased, It is possible to improve the interest of the game.

  In the second story pseudo-variation effect pattern described above, the story effect that returns after the return effect is executed is the third step effect, but may be the second step effect. Moreover, what performs a 2nd step effect after a return effect is performed is made into a 2nd story pseudo-variation effect pattern, and what performs a 3rd step effect after a return effect is performed is a 3rd story pseudo-change effect pattern. And the expectation of winning a big hit (special game is executed) when each story pseudo-variation effect pattern is executed is defined as the first story pseudo-change effect pattern <second story pseudo-change effect pattern <third story pseudo-change effect It is good also as a pattern. In this way, it is possible to increase the player's expectation as to whether or not the step skipping is performed across the return effect, and it is possible to improve the interest of the game.

  Further, in each story pseudo-variation effect pattern, the SPSP reach effect may be executed via the SP reach effect after the transition effect, or the SPSP reach effect may be executed after the transition effect without passing through the SP reach effect. You may make it perform. Further, although the story effect (predictive effect) is executed in the variable effect pattern accompanied by the execution of the pseudo-continuous effect, it may be executed in the variable effect pattern not accompanied by the execution of the pseudo-continuous effect.

  The first feature of the variation effect pattern determination table shown in FIG. 69 and FIG. 70 is that a specific reach effect (SP) by executing a transition effect after a zone effect (corresponding to a sign effect) is executed as a change effect pattern. / SPSP reach production) The first zone pseudo-variation production pattern (corresponding to the first specific production mode) and the zone production is executed after the zone production is executed, but the zone production is performed by executing the return production. The second zone pseudo-variation effect pattern (corresponding to the second specific effect mode) is set, in which the transition effect is executed after the return to, and develops into the specific reach effect. By doing so, it is possible to execute an unprecedented novel variation effect, and it is possible to improve the interest of the game.

  The second feature of the variation effect pattern determination table shown in FIGS. 69 and 70 is that the second zone pseudo variation effect pattern wins a big win (the special game is executed) than the first zone pseudo variation effect pattern described above. ) There are high expectations. In this way, when the pre-read zone effect is executed, it is possible to excite the player's expectation as to whether it is the first zone pseudo-variable effect pattern or the second zone pseudo-variable effect pattern. It is possible to improve interest.

  As a third feature of the variation effect pattern determination table shown in FIG. 69 and FIG. 70, the second zone pseudo variation effect pattern is expected to be a big win (special game is executed) than the first zone pseudo variation effect pattern. A high degree is mentioned. In this way, when the zone effect is executed, it is possible to excite the player's expectation as to whether it is the first zone pseudo-variable effect pattern or the second zone pseudo-variable effect pattern. Can be improved.

  As a fourth feature of the variation effect pattern determination table shown in FIGS. 69 and 70, the transition effect is executed after the first zone effect is executed, but the return effect is executed to return to the second zone effect. The third zone pseudo-variation effect pattern (corresponding to the third specific effect mode) is set in which the transition effect is executed and then developed into the specific reach effect. By doing so, it is possible to increase the player's expectation as to whether or not the zone effect is promoted across the return effect, and it is possible to improve the interest of the game.

  As a fifth feature of the variation effect pattern determination table shown in FIGS. 69 and 70, the third zone pseudo variation effect pattern is expected to be a big win (special game is executed) than the second zone pseudo variation effect pattern. A high degree is mentioned. By doing in this way, when a zone effect is performed, the player's expectation with respect to which of the first to third zone pseudo-variable effect patterns can be raised, and the interest of the game can be improved. It becomes possible.

  In each zone pseudo-variable production pattern, the transition to the SP reach production after the transition production is made (development) and then the SPSP reach production is made (development). It is also possible to shift (develop) to SPSP reach production. In addition, the zone effect (predictive effect) is executed in the variation effect pattern accompanied by the execution of the pseudo continuous effect, but may be executed in the variable effect pattern not accompanied by the execution of the pseudo continuous effect.

  In addition, the zone precursor effect and the pre-read zone effect are not executed in the effect mode B (probability variation gaming state) and the effect mode C (low probability short-time gaming state), but are executed in the effect mode B and the effect mode C. Alternatively, it may be executed in effect mode B or effect mode C.

  In addition, the execution probability of the zone sign effect and the prefetch zone effect may be made different in each effect mode. For example, the zone sign effect and the effect mode become advantageous to the player in order to eliminate the player's troublesomeness. The execution probability of the pre-read zone effect may be lowered (effect mode A> effect mode B, effect mode A> effect mode C, effect mode A> effect mode C> effect mode B, etc.), and vice versa. In order to further increase the player's expectation, the execution probability of the zone precursor effect and the pre-read zone effect increases as the effect mode becomes more advantageous to the player (effect mode A <effect mode B, effect mode A <effect Mode C, effect mode A <effect mode C <effect mode B, etc.).

  Further, in each effect mode, only the pre-read zone effect may be executed without executing the zone sign effect, or the zone precursor effect and the pre-read zone effect are executed in some effect modes, but in other effect modes. Only the prefetch zone effect may be executed. Even in this case, the execution probability of the prefetch zone effect in each effect mode may be varied as described above.

(Processing effect decision processing of effect control board)
Next, the operation effect determination process will be described with reference to FIG.

  In step S1316-1, the sub CPU 102a checks the variation effect data stored in the variation effect data storage area of the sub RAM 102c. In step S1316-2, the effect stored in the effect mode flag storage area of the sub RAM 102c. An operation effect determination table (see FIG. 73) corresponding to the current effect mode specified by the mode flag is selected. This is because the operation effect pattern for determining whether or not the operation effect is executed and the effect content is set in association with the effect mode (effect modes A to C).

  As shown in FIGS. 73 (a) to 73 (c), the operation effect determination table associated with each effect mode includes a change effect pattern, a selection rate based on operation effect pattern determination random numbers, and an operation to be selected. The type of effect pattern and the effect contents of the operation effect are associated with each other.

  The operation effect pattern is an execution mode of the operation effect. When the operation effect pattern is determined, whether or not to execute the operation effect or the operation effect in the variable effect and at any timing (at the time) It is determined whether to perform an operation effect or an operation effect. Details of the operation effect pattern determination table will be described later with reference to FIG.

  In step S1316-3, the sub CPU 102a obtains a random value indicated by the random number counter related to the random number for operation effect pattern determination. In step S1316-4, the sub CPU 102a stores the variation effect pattern in the operation effect pattern determination table selected in step S1316-2. Then, the operation effect pattern is determined by collating the operation effect pattern determination random number, and in step S1316-5, the determined operation effect pattern is set in the operation effect pattern storage area of the sub RAM 102c.

  In step S1316-6, the sub CPU 102a determines whether or not the determined operation effect pattern is an operation effect pattern for executing an operation effect (including an operation effect invocation), and is an operation effect pattern for executing an operation effect. If it determines, it will transfer a process to step S1316-7, and if it is determined that it is not the operation effect pattern which performs an operation effect, this operation effect determination process will be complete | finished.

  In step S1316-7, the sub CPU 102a selects an operation effect scenario determination table (see FIGS. 74 to 76) corresponding to the determined operation effect pattern. This is because an operation effect scenario for determining an operation effect scenario is set in association with an operation effect pattern.

  74 to 76, each operation effect scenario determination table includes a determination result of jackpot determination, a selection rate (%) based on a random number for operation effect scenario determination, an operation effect scenario to be selected, and an effect content of the operation effect. Are associated.

  The operation effect scenario is an effect mode of the operation effect, and by determining the operation effect scenario, the image display device 14, the sound output device 15, the effect lighting device 16, the effect accessory device 17, and The specific effect contents (modes) of the operation effect and the operation effect performed by the effect button device 18 are also determined.

  For example, the effect content of the operation effect is displayed on the image display device 14 as a type of operation effect that suggests (or gives a notice of) the type of operation effect to be executed and / or the possibility of the operation effect being executed. The type of the promotion image for prompting the operation (operation input) of the production button 18A, the light emission mode of the production button 18A during the display of the promotion image, and the production mode of the operation production executed by the operation of the production button 18A ing. Details of the operation effect scenario determination table will be described later with reference to FIGS. 74 to 76.

  In step S1316-8, the sub CPU 102a obtains a random value indicated by the random number counter related to the random number for operation effect scenario determination. In step S1316-9, the sub CPU 102a determines the jackpot in the operation effect scenario determination table selected in step S1316-7. As a result, an operation effect scenario is determined by collating random numbers for operation effect scenario determination. In step S1316-10, the determined operation effect scenario is set in the operation effect scenario storage area of the sub RAM 102c.

  Note that the operation effect pattern set in the operation effect pattern storage area and the operation effect scenario set in the operation effect scenario storage area are referred to in the effect input control process in step S1500, and the operation effect change and operation based on the operation effect scenario are performed. The effect is executed by an effect device such as the image display device 14.

(Operation effect judgment table)
73 (a) to 73 (c) are diagrams showing an operation effect pattern determination table referred to when determining an operation effect pattern. 73 (a) is an operation effect determination table for effect mode A, FIG. 73 (b) is a diagram showing an operation effect determination table for effect mode B, and FIG. 73 (c) is an effect mode. It is a figure which shows the operation effect determination table for C.

  In the effect contents of the operation effect determination table shown in FIGS. 73A to 73C, “N reach” means a normal reach effect. “Δ” means that the operation effect invocation of the operation effect is not executed. “O” means that the operation effect is performed and the operation effect is executed.

  As a first feature of the operation effect determination table for the effect mode A shown in FIG. 73 (a), the variation effect pattern having a higher expectation of winning the big hit has a lower rate of execution of the operation effect invocation of the gusset. It is done. By doing so, the player's expectation on whether or not the jackpot game is executed is less likely to be attenuated, and it is possible to improve the interest of the game.

  As a second feature of the operation effect determination table for the effect mode A shown in FIG. 73 (a), during the second normal reach effect, during the SP reach effect, during the SPSP reach effect, it is unlikely that the operation effect will be executed. The point set to is mentioned. By doing so, it is possible to prevent the player from feeling lost after the variation effect has progressed to some extent, and to improve the interest of the game.

  As a first feature of the operation effect determination table for the effect mode B shown in FIG. 73 (b), there is a point that the operation effect invocation of the gaze is not executed. In this way, in the production mode B (probability game state) that is most advantageous to the player, the game can be performed without impairing the player's mood, and the interest of the game can be improved. .

  As a first feature of the operation effect determination table for the effect mode C shown in FIG. 73 (c), a variation effect pattern having a higher expectation of winning a big hit has a lower rate of execution of the operation effect scooping of the gusset. It is done. By doing so, the player's expectation on whether or not the jackpot game is executed is less likely to be attenuated, and it is possible to improve the interest of the game.

  As a second feature of the operation effect determination table for the effect mode C shown in FIG. 73 (c), during the second normal reach effect, during the SP reach effect, and during the SPSP reach effect, it is unlikely that the operation effect will not be executed. The point set to is mentioned. By doing so, it is possible to prevent the player from feeling lost after the variation effect has progressed to some extent, and to improve the interest of the game.

  As a third feature of the operation effect determination table for the effect mode C shown in FIG. 73 (c), the execution probability of the operation effect invocation for the effect is lower than that of the operation effect determination table for the effect mode A. By doing in this way, in the production mode C (low-probability short-time gaming state) that is more advantageous to the player than the production mode A, the game can be performed without impairing the player's mood, and the interest of the game is improved. It becomes possible to make it.

  In the production mode A and the production mode C, the operation production is not fired except during the first normal reach production, but the subsequent timing (during the second normal reach production, during the SP reach production, During the SPSP reach production), an operation production invocation of the gusset may be executed. In such a case, the rate at which the gaze operation effect is performed may decrease as the timing at which the variation effect progresses, and the gaze operation effect may not be performed only during the SPSP reach effect. .

  Further, in the production mode B, the gaze operation production is not executed, but the gaze operation production production may be executed only during the first normal reach production. You may make it perform, and it may be made not to carry out the operation effect of a gusset only during SPSP reach production. In that case, it is preferable that the rate at which the operation effect turning of the gusset at each timing is executed is lower than in the other effect modes.

  In addition, in the case of executing the Gase's operation production in the timing after the first normal reach production in each production mode, the Gase's operation production is more effective during the second normal reach production than during the first normal reach production. The rate at which the performance effect is performed may be higher during the first normal reach production than during the SP reach production and the SPSP reach production. Also good.

(Operation effect scenario judgment table)
74 to 76 are operation effect scenario determination tables that are referred to when an operation effect scenario is determined. 74 is an operation effect scenario determination table for the operation effect pattern A8 determined in the effect mode A, and FIG. 75 is an operation effect scenario determination table for the operation effect pattern B4 determined in the effect mode B. 76 is an operation effect scenario determination table for the operation effect pattern C4 determined in the effect mode C.

  In the effect contents of the operation effect scenario determination table, the item “operation effect invocation” indicates that there is a possibility that the operation effect will be executed and / or the type of operation effect to be executed (notice). The type is specified.

  “Gassed production effect” in the item of “Operation production effect” is an operation production effect of the selected material when the operation effect is not executed, and “Effect production A” and “Skill production effect B” are executed by the operation effect. This is the operation effect selection that is selected when the operation is performed. Specific examples of each production effect will be described later with reference to FIGS.

  In the effect contents of the operation effect scenario determination table, the item “promotion image” is defined by the type (refer to FIG. 77) of the enhance image displayed on the image display device 14 in order to prompt the operation (operation input) of the effect button 18A. Has been.

  As shown in FIG. 77, “promotion image 1A” in the item “promotion image” imitates the base image AG of the first form (shape) having a predetermined decorative property and the effect button 18A in the normal state (shown). ) The button image BG and a gauge image CG indicating the remaining time of the effective period. The promotion image 1A has two types of display modes. When the color of the button image BG is white, the promotion image 1A-1 is obtained. When the color of the button image BG is yellow, the promotion image 1A-2 is obtained.

  As shown in FIG. 77, the “promotion image 1B” is composed of a base image AG of the first form (shape), a button image BG simulating (showing) the projecting effect button 18A, and a gauge image. Yes. The promotion image 1B has two types of display modes. When the color of the button image BG is white, the promotion image 1B-1 is obtained. When the color of the button image is yellow, the promotion image 1B-2 is obtained.

  As shown in FIG. 77, the “promotion image 2A” is a button image BG that imitates (shows) the base image AG of the second form (shape) that is more decorative than the first form and the effect button 18A in the normal state. And a gauge image. The promotion image 2A has three types of display modes. When the color of the button image BG is blue, the promotion image 2A-1 is obtained. When the color of the button image is green, the promotion image 2A-2 is obtained, and the color of the button image is red. Then, it becomes a promotion image 2A-3.

  As shown in FIG. 77, the “promotion image 2B” is composed of a base image AG of the second form (shape), a button image BG simulating (showing) the projecting effect button 18A, and a gauge image. Yes. The promotion image 2B has three types of display modes. When the color of the button image BG is blue, the promotion image 2B-1 is obtained. When the color of the button image is green, the promotion image 2B-2 is obtained, and the color of the button image is red. Then, it becomes a promotion image 2B-3.

  As shown in FIG. 77, the “promotion image 3A” is a button image BG that imitates (shows) the base image AG of the third form (shape) that is more decorative than the second form and the effect button 18A in the normal state. And a gauge image. The promotion image 3A has three types of display modes. If the color of the button image BG is blue, the promotion image 3A-1 is obtained. If the color of the button image is green, the promotion image 3A-2 is obtained. The color of the button image is red. Then, it becomes a promotion image 3A-3.

  As shown in FIG. 77, the “promotion image 3B” is composed of a base image AG of the third form (shape), a button image BG simulating (showing) the projecting effect button 18A, and a gauge image. Yes. The promotion image 3B has three types of display modes. When the color of the button image BG is blue, the promotion image 3B-1 is obtained. When the color of the button image is green, the promotion image 3B-2 is obtained, and the color of the button image is red. Then, it becomes a promotion image 3B-3.

  The degree of expectation of the jackpot winning (special game is executed) corresponding to the type of the promotion image is: promotion image 1A <promotion image 1B (more specifically, promotion image 1A-1 <promotion image 1A-2, promotion image 1B-1 <Promotion image 1B-2), promotion image 2 <promotion image 3, promotion image 2A <promotion image 2B (more specifically, promotion image 2A-1 <promotion image 2A-2 <promotion image 2A-3, promotion image 2B -1 <promotion image 2B-2, promotion image 2B-3), and promotion image 3A <promotion image 3B (more specifically, promotion image 3A-1 <promotion image 3A-2 <promotion image 3A-3, promotion image 3B-1 <promoting image 3B-2 <promoting image 3B-3). That is, the expectation degree of winning the jackpot (special game is executed) corresponding to the color of the button image BG of the promotion image is white <yellow, blue <green <red.

  In the effect contents of the operation effect scenario determination table, the item “effect button” defines the operation state and light emission mode of the effect button 18A during the effective period in which the operation of the effect button 18A is valid.

  “Normal” in the “effect button” item means that the effect button 18A is arranged in the normal position (normal state), and “protrusion” means that the effect button 18A is arranged in the protruding position (protruding state). Means that. Further, “◯ light emission” means the light emission mode of the effect button 18A.

  The expectation degree of winning the jackpot (special game is executed) corresponding to the arrangement (state) of the effect button 18A is normal state (normal position) <protruding position (protruding state). In addition, the expectation of winning the jackpot (special game is executed) corresponding to the light emission mode of the effect button 18A is white light emission <yellow light emission <yellow light blinking, and blue light emission <green light emission <red light emission <red light blinking. ing.

  In the effect contents of the operation effect scenario determination table, the item “operation effect” defines the type of operation effect that is executed when the effect button 18A is operated during the effective period.

  “Flower snow 1” in the “Operation effect” item means that an operation effect image in which a small amount of petals are scattered is displayed on the image display device 14, and “Hanabuki snow 2” is displayed on the image display device 14. This means that an operation effect image in which a large amount of petals are scattered is displayed, and “flower blowing snow 3” means that an operation effect image in which a large amount of petals are scattered is displayed on the image display device 14. The expectation of winning the jackpot corresponding to each Hanafuki (special game is executed) is Hanafuki 1 <Hanafuki 2 <Hanafuki 3.

  “Green cut-in 1” means that the background and / or edge is green on the image display device 14 and a cut-in image by the character 1 is displayed. “Green cut-in 2” is background on the image display device 14. And / or the border is green and the cut-in image by the character 2 is displayed. “Red cut-in 2” indicates that the background and / or the border is red and the cut-in image by the character 2 is displayed. “Rainbow cut-in 2” means that the background and / or the border is rainbow-colored and a cut-in image by the character 2 is displayed.

  The degree of expectation of winning the jackpot (special game is executed) corresponding to each cut-in image is green cut-in 1 <green cut-in 2 <red cut-in 2 <rainbow cut-in 2 (big hit confirmed). The rainbow cut-in 2 may be an effect that determines that a special game that is most advantageous to the player is executed.

  The first feature of the operation effect scenario determination table shown in FIGS. 74 to 76 is the type of the promotion image selected / determined in the effect mode A and the promotion image selected / determined in the effect mode B and the effect mode C. The type is different. By doing in this way, the promotion image displayed on the image display apparatus 14 can be changed according to the change of a game state (effect mode), and it becomes possible to improve the interest of a game. In addition, it is possible to prevent the player from getting bored and to make the player easily recognize (understand) the change in the game state.

  Note that the types of promotion images selected / decided in all the production modes may be different, or the types of promotion images selected / decided in production mode A and production mode B are the same, and selected in production mode C. The type of promotion image to be determined may be different, or the type of promotion image selected / determined in the production mode A and the production mode C is the same, and the promotion image selected / decided in the production mode B You may make it differ from the kind of.

  Further, the types of promotion images selected / determined in effect mode A may be greater than the types of promotion images selected / determined in effect mode B and effect mode C. By doing in this way, the kind of promotion image displayed on the image display apparatus 14 in the production mode A in which the stay period is longer than the production mode B and the production mode C can be increased, and the player's tiredness can be suppressed. It is possible to improve the interest of the game.

  Furthermore, the types of promotion images selected / determined in effect mode B may be greater than the types of promotion images selected / determined in effect mode A and effect mode C, or selected / determined in effect mode C. The number of types of promotion images to be selected may be larger than the types of promotion images selected and determined in the production mode A and the production mode B.

  As a second feature of the operation effect scenario determination table shown in FIGS. 74 to 76, the promotion image selected and determined in the effect mode B (high probability game state) and the effect mode C (low probability short game state). The decorative image (the appeal to the player) is higher than the promotion image selected and determined in the production mode A (normal game state). In other words, the promotion image selected and determined in the production mode A is simpler. Is mentioned. By doing so, it is possible to improve the player's expectation for winning the big hit in a gaming state that is more advantageous to the player than in the normal gaming state, and it is possible to improve the interest of the game.

  It should be noted that the decorative image of the promotion image selected / determined in all the production modes (appealing power to the player) may be different, or the decoration image of the promotion image selected / determined in the production mode B and the production mode C. In addition, the decoration of the promotion image selected / decided in the effect mode A may be made higher, or in the effect mode B than the decoration of the promotion image selected / decided in the effect mode A and the effect mode C. The decorative image of the promoted image selected / determined may be made higher, or the accelerated image selected / determined in the effect mode C than the decorative image of the promoted image selected / determined in the effect mode A and the effect mode B. The decorativeness of the may be increased.

  As a third feature of the operation effect scenario determination table shown in FIGS. 74 to 76, there are a plurality of types of promotion images that are selected and determined in the effect mode B and the effect mode C (promotion image 2A, promotion image 2B, promotion image 3A, There is a promotion image 3B), the degree of expectation of the jackpot winning (special game is executed) corresponding to each promotion image is different, and the appearance rate of each promotion image is the production mode B (high probability game state) and the production mode C. There are different points in (low probable short game state). By doing in this way, the promotion image which is easy to be displayed on the image display apparatus 14 can be changed according to the change of a game state (effect mode), and it becomes possible to improve the interest of the game.

  The appearance rate of the promotion image 2 is the production mode B <production mode C, and the promotion image 3 is the production mode B> production mode C, but the appearance rate of the promotion image 2 is the production mode B> production. Mode C may be used, and the appearance rate of the promotion image 3 may be set as production mode B <production mode C. Moreover, you may set separately so that the appearance rate in the production mode B and the appearance rate in the production mode C of the promotion image 2A, the promotion image 2B, the promotion image 3A, and the promotion image 3B may differ.

  As a fourth feature of the operation effect scenario determination table shown in FIGS. 74 to 76, the light emission mode (light emission color, lighting mode) of the effect button 18A selected and determined in the effect mode A and the effect buttons of the effect modes B and C The light emission mode selected and determined in 18A is different. By doing in this way, the light emission mode of effect button 18A can be changed according to the change of a game state (effect mode), and it becomes possible to improve the interest of a game. In addition, it is possible to prevent the player from getting bored and to make the player easily recognize (understand) the change in the game state.

  The lighting mode of the effect button 18A selected / decided in all the effect modes may be different, or the lighting mode of the effect button 18A selected / decided in the effect mode A and the effect mode B is made the same, The lighting mode of the effect button 18A selected / decided in the mode C may be different from that of the effect button 18A selected / decided in the effect mode A and the effect mode C, and the effect mode B It may be made different from the light emission mode of the effect button 18A selected and determined in.

  As a fifth feature of the operation effect scenario determination table shown in FIGS. 74 to 76, the display color of the button image BG of the promotion image to be selected / determined and the effect to be selected / determined in any effect mode A point that the emission color of the button 18A is the same color. By doing so, there is no contradiction between the display color of the button image BG displayed on the image display device 14 and the emission color of the effect button 18A, and the effect can be improved.

  It should be noted that the display color of the button image BG of the promotion image selected / determined and the emission color of the effect button 18A selected / determined at a predetermined ratio (for example, 10%) when the jackpot is won May be set to occur. In this way, it is possible to suggest to the player that the jackpot has been won before operating the effect button 18A, and it is possible to improve the interest of the game.

  As a sixth feature of the operation effect scenario determination table shown in FIGS. 74 to 76, the form (normally protruding) of the button image BG of the promotion image to be selected / determined in any effect mode, There is a point that the form (usually protruding) of the determined effect button 18A is the same form. By doing so, there is no obvious contradiction between the form of the button image BG displayed on the image display device 14 and the form of the effect button 18A, and it is possible to improve the effect.

  It should be noted that there is a clear contradiction between the form of the button image BG of the promotion image selected / determined and the form of the effect button 18A selected / determined at a predetermined ratio (for example, 10%) when the jackpot is won May be set to occur. In this way, it is possible to suggest to the player that the jackpot has been won before operating the effect button 18A, and it is possible to improve the interest of the game.

  In this embodiment, the type of the promotion image selected / decided in each effect mode is different, but the type of the promotion image selected / determined in each effect mode is displayed on the image display device 14 as the same type. Only the display size of the promotion image may be varied. For example, in the effect mode A, the promotion image is displayed in the first display size, in the effect mode B, the promotion image is displayed in the second display size, and in the effect mode B, the promotion image is displayed in the third display size. It is.

  In this case, it may be arbitrarily set which of the first display size to the third display size is the largest display size. First display size <third display size <second display size In this way, if the display size of the promotion image is set to be larger as the production mode is advantageous to the player, it is easier to increase the player's expectation for the jackpot, and it is possible to improve the interest of the game Become.

  Further, in any two of the effect modes A to C, the promotion image may be displayed in the first display size, and in the remaining one effect mode, the promotion image may be displayed in the second display size. . Furthermore, a plurality of display sizes of the promotion image in each effect mode may be set.

  In the present embodiment, the form of the effect button 18A in each of the effect modes A to C is the same, but the form (projecting state) of the effect button 18A in each of the effect modes A to C is set differently. In each of the effect modes A to C, a promotion image corresponding to the form of the effect button 18A may be displayed. For example, in the effect mode A, the effect button 18A is set in the normal state and a promotion image imitating the effect button 18A in the normal state is displayed. In the effect mode B, the effect button 18A is set in the first protruding state and the effect button in the first protruding state is displayed. For example, in the effect mode C, the effect button 18A is set in the second protruding state, and the promotion image imitating the effect button 18A in the second protruding state is displayed.

  In this case, it may be arbitrarily set which of the first projecting state and the second projecting state the projecting amount of the effect button 18A is large, but an effect advantageous to the player such that the first projecting state> the second projecting state. By setting the projection button 18A so that the projection amount increases as the mode is set, it is easy to increase the player's expectation for the jackpot, and the fun of the game can be improved.

  Further, in any two of the effect modes A to C, the effect button 18A is set to the normal state and a promotion image imitating the effect button 18A in the normal state is displayed, and in the remaining one effect mode, the effect button 18A is projected. As a state, a promotion image imitating the effect button 18A in the protruding state may be displayed. Furthermore, the difference in the arrangement of the effect buttons 18A in each of the effect modes A to C may be limited only during the effective period.

  Moreover, in this embodiment, although there was not one production | presentation button operated during an effective period, while providing multiple production | presentation buttons from which a shape differs, the kind of production | production button used as operation object in production mode AC is varied, You may make it display the promotion image which imitated the production | presentation button used as operation object in each production mode AC. For example, in the effect mode A, a promotion image simulating the first effect button is displayed using the operation target as the first effect button, and in the effect mode B, a promotion image simulating the second effect button is displayed using the operation object as the second effect button. In the effect mode C, the operation target is set as the third effect button, and a promotion image imitating the third effect button is displayed.

  Further, in any two of the effect modes A to C, a promotion image that simulates the first effect button is displayed with the operation target as the first effect button, and the operation target is the second effect in the remaining one effect mode. A promotion image imitating the second effect button may be displayed as a button. Furthermore, a greater number of effect buttons than the number of effect modes may be provided, and a plurality of effect buttons to be operated in each effect mode may be set. In addition, the operation target is not limited to the effect button, but may be anything that can accept input from the player, such as a touch panel, or a motion such as an infrared sensor without an operation unit. It may be a sensor.

(Production control board icon change notice determination process)
Next, the icon change notice determination process will be described with reference to FIG.

  In step S1317-1, the sub CPU 102a confirms the icon display mode scenario data stored in the storage area of the presentation information in the sub RAM 102c. In step S1317-2, the special CPU changes related to the icon change notice determination processing. It is determined whether or not to perform the throwing kiss notice with the variation effect (this time) corresponding to the pattern designation command.

  If the sub CPU 102a determines that the throwing kiss notice is to be executed, the process proceeds to step S1317-3, and if the sub CPU 102a determines that the throwing kiss notice is not to be executed, the process proceeds to step S1317-4.

  In step S1317-3, the sub CPU 102a sets, in the transmission buffer of the sub RAM 102c, a throw kiss notice effect control command indicating the contents of the effect corresponding to the icon display mode scenario confirmed in step S1317-1. The process ends. Here, in the “production contents according to the icon display scenario”, whether the character related to the throwing kiss notices whether to throw or leave, and the icon that the thrown heart hits when throwing kiss (the notice of the notice) The target icon), whether or not to change the display mode of the icon, and the display mode after the change when changing the icon.

  The throwing kiss notice effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. When the image control board 105 receives the throw kiss notice effect control command, the image control board 105 causes the throw kiss notice to be executed according to the icon display mode scenario indicated by the received throw kiss notice effect control command. Details of the throwing kiss notice will be described later.

  In step S 1317-4, the sub CPU 102 a determines whether or not to execute a handshake meeting advance notice with a (current) change effect corresponding to the special figure change pattern designation command related to the icon change determination process, and displays the handshake meeting advance notice. If it is determined to be executed, the process proceeds to step S1317-5. If it is determined not to execute the handshake meeting notice, the icon change notice determination process is ended.

  In step S1317-5, the sub CPU 102a sets a handshake meeting notice effect control command indicating the contents of the effect corresponding to the icon display mode scenario confirmed in step S1317-1 in the transmission buffer of the sub RAM 102c, and determines whether the icon change notice is present. The process ends. Here, the “production contents according to the icon display mode scenario” includes the number of dialogues in the handshake meeting notice and the change pattern of the display mode of the changing icon.

  The handshake meeting notice effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. When receiving the handshake meeting notice effect control command, the image control board 105 executes the handshake meeting notice according to the icon display mode scenario indicated by the received handshake meeting notice effect control command. Details of the handshake meeting notice will be described later.

(Prefetch zone production end processing of production control board)
Next, the prefetch zone effect end process will be described with reference to FIG.

  In step S 1320-1, the sub CPU 102 a determines whether or not the current mode is the production mode A, that is, whether or not the production mode flag “00H” is set in the production mode flag storage area. If it determines with there being, it will transfer a process to step S1320-2, and if it determines with it not being effect mode A, this prefetch zone effect end process will be complete | finished.

  In step S1320-2, the sub CPU 102a checks the pre-read zone effect scenario indicated by the pre-read zone effect scenario data stored in the storage area of the effect information of the sub RAM 102c, and the pre-read zone effect ends with the current variable effect. If it is determined whether or not the prefetch zone effect ends, the process proceeds to step S1320-3. If it is determined that the prefetch zone effect does not end, the process proceeds to step S1320-5.

  In step S1320-3, the sub CPU 102a ends the prefetch zone effect and sets a prefetch zone effect end control command for returning to the background image for the effect mode A or the like in the transmission buffer of the sub RAM 102c.

  The prefetch zone effect end control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700. Upon receiving the pre-read zone effect end control command, the lamp control board 104 and the image control board 105 end the pre-read zone effect, and change the background image, BGM, and the lighting effect mode of the effect lighting device 16 for the effect mode A. Return to the thing.

  In step S1320-4, the sub CPU 102a executes an icon effect control command (hereinafter referred to as “first”) that changes the display mode of all icons displayed in the prefetch zone effect notification mode to the normal mode by executing the prefetch zone effect. "Reset icon effect control command") is set in the transmission buffer of the sub-RAM 102c.

  Thereby, an icon effect control command is transmitted to the image control board 105 in the data output process of step S1700, and all the prefetch zone effect notification mode icons displayed on the image display device 14 by the image control board 105 are set to the normal mode. Processing for changing (returning) is performed.

  In step S1320-5, the sub CPU 102a confirms the zone sign effect scenario indicated by the zone sign effect scenario data stored in the storage area of the effect information of the sub RAM 102c, and the gaze zone sign effect ends with the current variation effect. If it is determined whether or not the gaze zone sign effect is ended, the process proceeds to step S1320-6, and if it is determined that the gase zone sign effect is not ended, the prefetch zone effect end process is ended.

  In step S1320-6, the sub CPU 102a executes an icon effect control command (hereinafter referred to as “second”) that changes the display mode of all icons displayed in the prefetch zone effect suggestion mode to the normal mode by executing the gaze zone sign effect. "Reset icon effect control command") is set in the transmission buffer of the sub-RAM 102c.

  Accordingly, the second reset icon effect control command is transmitted to the image control board 105 in the data output process of step S1700, and all the prefetch zone effect suggestion mode icons displayed on the image display device 14 by the image control board 105 are displayed. A process for changing (returning) to the normal mode is performed.

(Production control board production input control processing)
Next, the effect input control process will be described with reference to FIG.

  In step S1500-1, the sub CPU 102a determines whether or not the changing effect is currently being executed. If the sub CPU 102a determines that the changing effect is being executed, the sub CPU 102a shifts the process to step S1500-2 to execute the changing effect. If it is determined that it is not, the effect input control process is terminated.

  In step S1500-2, the sub CPU 102a checks the operation effect pattern set in the operation effect pattern storage area of the sub RAM 102c, and determines in step S1500-3 whether or not it is the operation effect execution pattern. If it is determined that the operation effect execution pattern is determined, the process proceeds to step S1500-4. If it is determined that the operation effect execution pattern is not determined, the effect input control process is terminated.

  In step S1500-4, the sub CPU 102a confirms the operation effect scenario set in the operation effect scenario storage area of the sub RAM 102c and the effect state of the current variation effect, and in step S1500-5, the operation effect strike condition is set. If it is determined whether or not the operation effect beat condition is satisfied, the process proceeds to step S1500-6. If it is determined that the operation effect beat condition is not satisfied, the process proceeds to step S1500-7.

  Specifically, it is determined that the condition for turning the operation effect is satisfied when the current state of the production of the variation effect is the timing for generating the operation effect beat specified by the operation effect scenario. If it is not the timing for generating the operation effect beat specified by the operation effect scenario, it is determined that the operation effect beat condition is not satisfied.

  In step S1500-6, the sub CPU 102a sets an operation effect turning designation command corresponding to the type of operation effect turning specified by the operation effect scenario in the transmission buffer of the sub RAM 102c, and ends the effect input control process. As a result, an operation effect turning designation command is transmitted to the image control board 105 in the data output processing of step S1700, and a type of turn image (moving image) corresponding to the operation effect turning designation command is sent to the image display device 14 by the image control board 105. Processing for displaying is performed.

  In step S1500-7, the sub CPU 102a determines whether or not the effective period generation condition is satisfied. If the sub CPU 102a determines that the effective period generation condition is satisfied, the sub CPU 102a shifts the processing to step S1500-8. If it is determined that it is not established, the process proceeds to step S1500-10.

  Specifically, it is determined that the effective period generation condition is satisfied when the current variation effect production state is a timing (after the execution of the operation production effect) to generate an effective period specified by the operation effect scenario, It is determined that the effective period generation condition is not satisfied when the current state of variation effect is not the timing for generating the effective period specified by the operation effect scenario (after the execution of the operation effect).

  In step S1500-8, the sub CPU 102a sets an effective period flag and an effective time in a predetermined area of the sub RAM 102c, and in step S1500-9, the operation promotion corresponding to the type of operation promotion effect specified by the operation effect scenario. The designated command is set in the transmission buffer of the sub RAM 102c, and the effect input control process is terminated.

  As a result, the operation promotion designation command is transmitted to the lamp control board 104 and the image control board 105 in the data output process of step S1700, and the lamp control board 104 causes the effect button 18A to emit light in a light emission mode corresponding to the operation promotion designation command. Processing for changing the effect button 18A to the protruding state is performed, and processing for causing the image display board 14 to display a type of promotion image (moving image) corresponding to the operation promotion designation command by the image control board 105. The operation promotion effect is executed.

  In step S1500-10, the sub CPU 102a determines whether or not the valid period flag is set in the sub RAM 102c (whether or not it is in the valid period), and if it is determined that the valid period flag is set, step S1500. If the process is shifted to -11 and it is determined that the valid period flag is not set, the effect input control process is terminated.

  In step S1500-11, the sub CPU 102a determines whether or not the effect button 18A has been operated. If the sub CPU 102a determines that the effect button 18A has been operated, the process proceeds to step S1500-12, and the effect button 18A has not been operated. If determined, the process proceeds to step S1500-13.

  In step S1500-12, the sub CPU 102a sets an operation effect designation command corresponding to the type of operation effect specified by the operation effect scenario in the transmission buffer of the sub RAM 102c, and moves the process to step S1500-14.

  As a result, an operation effect designation command is transmitted to the lamp control board 104 and the image control board 105, and the lamp control board 104 performs processing for driving the effect lighting device 16 and the effect accessory device 17, and the image. Processing for displaying an operation effect image (moving image) corresponding to the operation effect command on the image display device 14 is performed by the control board 105, and the operation effect is executed.

  In step S1500-13, the sub CPU 102a determines whether or not the effective time has elapsed. If the sub CPU 102a determines that the effective time has elapsed, the sub CPU 102a proceeds to step S1500-14 and determines that the effective time has not elapsed. The effect input control process is terminated.

  In step S1500-14, the sub CPU 102a clears the valid period flag set in the sub RAM 102c, sets an operation promotion end designation command indicating the end of the operation promotion effect in the transmission buffer of the sub RAM 102c, and performs this effect input control. End the process.

  Accordingly, an operation promotion end designation command is transmitted to the lamp control board 104 and the image control board 105, and the lamp control board 104 ends the light emission of the effect button 18A or returns the effect button 18A to the normal state. As the process is performed, the image control board 105 performs a process for terminating the display of the promotion image (moving image), and the execution of the operation promotion effect ends.

  Note that the operation promotion command may be transmitted at a time before a predetermined period (for example, 0.5 seconds) before the generation timing of the effective period. In this way, since the operation promotion image is displayed before the occurrence of the effective period, it can be solved that the beginning part of the effective period becomes a useless period during which the effect button 18A cannot be operated.

  Further, the operation promotion end command may be transmitted at a time before a predetermined period (for example, 0.5 seconds) before the end timing of the valid period. In this way, since the display of the promotion image ends before the expiration of the effective period, the operation of the effect button 18A at the final part of the operation promotion effect can be eliminated, and the entertainment of the game is improved. It becomes possible.

(Game information display control process)
Next, the game information display control process will be described with reference to FIG.

  In step S1600-1, the sub CPU 102a determines whether or not the jackpot game has started. If the sub CPU 102a determines that the jackpot game has started, the sub CPU 102a proceeds to step S1600-2 and determines that the jackpot game has not started. The process moves to S1600-4.

  In step S1600-2, the sub CPU 102a sets a right-handed display command for jackpot in the transmission buffer of the sub RAM 102c. As a result, a right-handed display command for jackpot is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 launches a game ball to the image display device 14 toward the right area of the game area 2A. Processing for displaying right-handed information (right-handed image) that prompts the user in the display mode for jackpot is performed.

  As a display mode of right-handed information (right-handed image), in addition to the above-mentioned display mode for big hits (size: large, decorativeness: high), high-probability display in a high-probability gaming state to be described later There are modes (size: large, decorative: medium) and low-speed short-time display modes (size: medium, decorative: low). The appealing power (appeal power) of the right-handed information (right-handed display image) to the player has a display mode for time reduction <a display mode for high accuracy <a display mode for jackpot.

  In step S1600-3, the sub CPU 102a sets a number display end command in the transmission buffer of the sub RAM 102c, and ends the game information display control process. As a result, the number display end command is transmitted to the image control board 105 in the data output process of step S1700, and the jackpot extended number of times information (the number of extended times images) displayed on the image display device 14 by the image control board 105, Processing for ending the display of the high probability remaining number information (high probability remaining number image) and the time-short remaining number information (time-short remaining number image) is performed.

  In step S1600-4, the sub CPU 102a determines whether or not the high probability gaming state has been started. If the sub CPU 102a determines that the high probability gaming state has started, the sub CPU 102a proceeds to step S1600-5 to start the high probability gaming state. If it is determined that it is not, the process proceeds to step S1600-8.

  In step S1600-5, the sub CPU 102a sets a right-handed display command for high accuracy in the transmission buffer of the sub RAM 102c. As a result, a highly accurate right-handed display command is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 launches a game ball toward the right area of the game area 2A on the image display device 14. Processing for displaying right-handed information (right-handed image) prompting the user to perform the display in a highly accurate display mode is performed.

  In step S1600-6, the sub CPU 102a sets a high-reliability extended game count display command corresponding to the current extended game count in the transmission buffer of the sub RAM 102c. As a result, the high-reliability consecutive-village number display command is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 causes the image display device 14 to receive the jackpot consecutive-village number information (continuous-village number image). Is displayed in a highly accurate display mode.

  In addition to the display mode for high accuracy described above (size: medium, number of times display: white lighting), the display mode of the continuous game count information (continuous resort count image) is in the low-probability short-time gaming state described later. There are display modes for time reduction (size: medium, number of times display: white blinking). The appealing power (appealing power) for the player in each display mode of the continuous game count information (the consecutive game count image) is a highly accurate display mode <short time display mode.

  In step S1600-7, the sub CPU 102a sets the high probability remaining count display command 1 corresponding to the current high probability remaining count in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Thereby, the high probability remaining number display command 1 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 sets the high probability remaining number information (high probability remaining number image) to the high level. A process for displaying in the first display mode is performed.

  As a display mode of the high probability remaining number information (high probability remaining number image), in addition to the above-described first display mode for high accuracy (size: medium, number of times display: blue lighting) The second display mode (size: medium, number of times display: yellow lighting) and the third display mode for high accuracy (size: large, number of times display: red lighting). The appeal power (appeal power) for the player in each display mode of the high probability remaining count information (high probability remaining count image) is as follows: first display mode <second display mode <third display mode.

  In step S1600-8, the sub CPU 102a determines whether or not the current gaming state is in a high-probability gaming state. If the sub-CPU 102a determines that it is in a high-probability gaming state, the process moves to step S1600-9. If it is determined that it is not in the gaming state, the process proceeds to step S1600-15.

  In step S1600-9, the sub CPU 102a determines whether or not there has been an update of the remaining number of high probabilities. If it is determined that there has been an update, the sub CPU 102a proceeds to step S1600-10, and if it has determined that there has not been an update, End the process.

  In step S1600-10, the sub CPU 102a determines whether or not the number of remaining high probabilities is greater than “30”. If the sub CPU 102a determines that the number of remaining high probabilities is greater than “30”, the process proceeds to step S1600-11. If it is determined that there is not much, the process proceeds to step S1600-12.

  In step S1600-11, the sub CPU 102a sets the high probability remaining count display command 1 corresponding to the current high probability remaining count in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Thereby, the high probability remaining number display command 1 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 sets the high probability remaining number information (high probability remaining number image) to the high level. A process for displaying in the first display mode is performed.

  In step S1600-12, the sub CPU 102a determines whether or not the number of remaining high probabilities is greater than “10”. If the sub CPU 102a determines that the number of remaining high probabilities is greater than “10”, the process proceeds to step S1600-13. If it is determined that there is not much, the process proceeds to step S1600-12.

  In step S1600-13, the sub CPU 102a sets the high probability remaining count display command 2 corresponding to the current high probability remaining count in the transmission buffer of the sub RAM 102c, and ends the game information display control process. As a result, the high probability remaining number display command 2 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 sets the high probability remaining number information (high probability remaining number image) to the high level. A process for displaying in the reliable second display mode is performed.

  In step S1600-14, the sub CPU 102a sets the high probability remaining count display command 3 corresponding to the current high probability remaining count in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Accordingly, the high probability remaining number display command 3 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 sets the high probability remaining number information (high probability remaining number image) to the high level. Processing for displaying in the reliable third display mode is performed.

  In step S1600-15, the sub CPU 102a determines whether or not the low-probability short-time gaming state has been started. If the sub-CPU 102a determines that the low-probability short-time gaming state has started, the sub CPU 102a proceeds to step S1600-16, If it is determined that is not started, the process proceeds to step S1600-19.

  In step S1600-16, the sub CPU 102a sets a right-handed display command for time reduction in the transmission buffer of the sub RAM 102c. As a result, the right-handed display command for time reduction is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 launches a game ball toward the right area of the game area 2A by the image control board 105. Processing for displaying right-handed information (right-handed image) that prompts the user in a display mode for a short time is performed.

  In step S 1600-17, the sub CPU 102 a sets a time shortening extended game count display command corresponding to the current extended game count in the transmission buffer of the sub RAM 102 c. As a result, the time-saving consecutive-village number display command is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 sends the jackpot consecutive-village-number information (the consecutive-village-number image) to the image display device 14. Processing for displaying in the display mode for time reduction is performed.

  In step S1600-18, the sub CPU 102a sets the short time remaining number display command 1 corresponding to the current short time remaining number in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Accordingly, the time reduction remaining number display command 1 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 transmits the time reduction remaining number information (time reduction remaining number image) to the image display device 14 for the time reduction. Processing for displaying in one display mode is performed.

  The display mode of the remaining time information (time remaining number image) is not limited to the above-described first display mode for time reduction (size: large, number display: white lighting), and a second display for time reduction described later. There is a mode (size: medium, number of times display: white blinking). The appeal power (appeal power) for the player in each display mode of the time-short remaining number information (time-short remaining number image) is expressed as first display mode> second display mode.

  In step S1600-19, the sub CPU 102a determines whether or not the current gaming state is in the low-probability short-time gaming state. If the sub CPU 102a determines that the low-probability short-time gaming state is in progress, the process proceeds to step S1600-20. If it is determined that the low-probability time short game state is not in effect, the process proceeds to step S1600-24.

  In step S1600-20, the sub CPU 102a determines whether or not the remaining number of time reductions has been updated. If it is determined that there has been an update, the sub CPU 102a proceeds to step S1600-21. Exit.

  In step S1600-21, the sub CPU 102a determines whether or not the number of remaining high probabilities is greater than “20”. If the sub CPU 102a determines that the number of remaining high probabilities is greater than “20”, the process proceeds to step S1600-22. If it is determined that there is not much, the process proceeds to step S1600-23.

  In step S1600-22, the sub CPU 102a sets the short time remaining number display command 1 corresponding to the current short time remaining number in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Accordingly, the time reduction remaining number display command 1 is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 transmits the time reduction remaining number information (time reduction remaining number image) to the image display device 14 for the time reduction. Processing for displaying in one display mode is performed.

  In step S1600-23, the sub CPU 102a sets the short time remaining number display command 2 corresponding to the current short time remaining number in the transmission buffer of the sub RAM 102c, and ends the game information display control process. Thereby, the time remaining number of times display command 2 is transmitted to the image control board 105 in the data output process of step S1700, and the second display mode of the time remaining number of times information (time remaining number of times image) is displayed on the image display device 14 by the image control board 105. The process for displaying on is performed.

  In step S1600-24, the sub CPU 102a determines whether or not the low-probability short-time gaming state has ended. If the sub-CPU 102a determines that the low-probability short-time gaming state has ended, the sub CPU 102a proceeds to step S1600-25, If it is determined that the game has not ended, the game information display control process ends.

  In step S1600-25, the sub CPU 102a sets a normal left-handed display command in the transmission buffer of the sub RAM 102c. As a result, a normal left-handed display command is transmitted to the image control board 105 in the data output process of step S1700, and the image control board 105 launches a game ball toward the left area of the game area 2A by the image control board 105. Processing for displaying left-handed information (left-handed image) that prompts the user in a normal display mode (size: medium, decorative: low) is performed.

  Note that the left-handed information (left-handed image) displayed on the image display device 14 is executed for a predetermined period (for example, 10 seconds from the start of display or three fluctuation effects less than the upper limit value of the second special figure hold number). Display the left-handed information (left-handed display image) by the image control board 105 after being displayed over the upper limit of the number of second special figure reservations, etc. Processing is performed.

  In step S1600-26, the sub CPU 102a sets a number display end command in the transmission buffer of the sub RAM 102c, and ends the game information display control process. As a result, the number display end command is transmitted to the image control board 105 in the data output process of step S1700, and the jackpot extended number of hours information (the consecutive number of times image) displayed on the image display device 14 by the image control board 105 and Processing for ending the display of the remaining time count information (time remaining count image) is performed.

  As described above, in the game information display control process according to the present embodiment, the type of game information displayed on the image display device 14 is different for each gaming state. Specifically, right-handed information is displayed during a jackpot game, right-handed information, consecutive resort count information, and high-probability remaining number information are displayed during a high-probability gaming state, and right-handed information is displayed during a low-probability short-time gaming state. In addition, information on the number of consecutive resorts and information on the remaining number of hours are displayed, and left-handed information is displayed during the normal gaming state. By doing so, it becomes possible to provide the player with appropriate game information according to the game state (game progress), and it is possible to improve the interest of the game.

  Further, in the game information display control process in the present embodiment, the display mode (at least one of size, decoration, and color) of right-handed information displayed on the image display device 14 and consecutive resort count information is changed for each gaming state. ing. Specifically, in the right-handed information display mode, the appealing power (appeal power, conspicuousness) for the player is higher in the order of low probable short-time gaming state <high probability gaming state <big hit game. As for the display mode of the consecutive resort number information, the appealing power to the player is higher in the order of low probable short-time gaming state <high probability gaming state. By doing in this way, a player's tiredness can be suppressed and the interest of a game can be improved.

  Note that the right-handed information display mode (at least one of size, decoration, and color) is the order of appealing to the player (appeal power, conspicuousness) in the order of big hit game <high probability game state <low probability short-time game state Or the other order. Also, the right-handed information display mode is the same in any two gaming states among the jackpot game, the high-probability gaming state, and the low-probability short-time gaming state, and the right-handed information display mode in the remaining one gaming state May be different.

  In addition, during the jackpot game, information on the number of consecutive resorts may be displayed, and the display mode (at least one of size, decoration, and color) of the consecutive resort number information is in a low-probability short-time gaming state <high probability gaming state The appeal to the player may increase in the order of medium <big hit gaming state, or other order may be used. In addition, the display mode of the extended game count information in any two states among the jackpot game, the high probability game state, and the low-probability short-time game state is the same, and the display mode of the extended game count information in the remaining one state May be different.

  Furthermore, in the game information display control process in the present embodiment, a display mode of advantageous period information indicating a period in which a state advantageous to the player continues, such as high probability remaining number information and short time remaining number information displayed on the image display device 14 ( At least one of size, decoration, and color) is differentiated between the high probability gaming state and the low probability short-time gaming state. Specifically, the appealing power (appealing power, conspicuousness) of the player is increased in the order of low probability short-time gaming state <high probability gaming state. In this way, it is possible to make it easier for the player to recognize (understand) that the degree of advantage for the player is different, and it is possible to improve the interest of the game.

  It should be noted that the appeal mode (appeal power, conspicuousness) of the player becomes higher in the order of the advantageous period information display mode (at least one of size, decoration, and color) in the order of high probability gaming state <low probability and short gaming state. It may be. If it does in this way, a player's tiredness can be suppressed and it becomes possible to improve the interest of a game.

  Further, in the game information display control process in the present embodiment, a display mode of advantageous period information indicating a period in which a state advantageous to the player continues, such as high probability remaining number information and short time remaining number information displayed on the image display device 14 ( At least one of size, decoration, and color) is changed in accordance with the number of executions of the variation effect (variation display) during the high probability game state or the low probability short-time game state. By doing in this way, a player's tiredness can be suppressed and the interest of a game can be improved.

  Furthermore, in the gaming information display control process in the present embodiment, the display mode (at least one of size, decoration, and color) of the high probability remaining number information in the high probability gaming state is changed until the high probability gaming state ends. It is changed over a number of times, and each time the change is made, the appealing power (appealing power, how to stand out) to the player is increased. This makes it easier for the player to recognize (understand) that the high-probability gaming state is nearing the end, and can effectively inspire the player's frustration and improve the interest of the game. It becomes possible to make it.

  In addition, when changing the display mode of the high probability remaining number information over a plurality of times, the display mode of the high probability remaining number information is changed so that the appealing power for the player becomes a mountain shape, or the appealing power for the player is The display mode of the high probability remaining number information may be changed so as to be a valley shape, or the display mode of the high probability remaining number information may be changed so that the appeal power for the player is a wave shape. By doing so, it becomes easy to up and down the player's feelings (expectation, frustration, etc.), and the interest of the game can be improved.

  In the game information display control process according to the present embodiment, the display mode (at least one of size, decoration, and color) of the time remaining number of times information is displayed in the low-probability short-time game state until the low-probability short-time game state ends. It is changed so that the appealing power (appeal power, conspicuousness) to the player is lowered every time it is changed. By doing so, the player's expectation can be gradually calmed down, and the player's dissatisfaction with the end of the low-probability time-short gaming state can be reduced.

  In addition, when changing the display mode of the time remaining number of times information over a plurality of times, the display mode of the time remaining number of times information is changed so that the appealing power for the player becomes a mountain shape, or the appealing power for the player is a valley type It is also possible to change the display mode of the time remaining number of times information so as to be changed, or to change the display mode of the time remaining number of times information so that the appealing power to the player becomes a wave shape. By doing so, it becomes easy to up and down the player's feelings (expectation, frustration, etc.), and the interest of the game can be improved.

  Also, in the game information display control process in the present embodiment, the number of changes in the display mode (at least one of size, decoration, and color) of the high probability remaining number information (advantageous period information) in the high probability gaming state is low. The number of changes in the display mode of the short time remaining number information (advantageous period information) in the short time gaming state is made different. Specifically, the number of changes during the high-probability gaming state is three, and the number of changes during the low-probability short-time gaming state is two. In this way, it is possible to change the player's emotion (expectation, frustration, etc.) in the high-probability gaming state and the low-probability short-time gaming state and to recognize that the gaming state is different. It is easy to make it possible to improve the interest of the game.

  It should be noted that the number of times of change in the display mode of the short time remaining number information (advantage period information) in the low probability short-time gaming state is lower than the number of changes in the display mode of the high probability remaining number information (advantage period information) in the high probability game state. You may make it increase. Also, one of the display mode of the high probability remaining number information (advantageous period information) in the high probability gaming state and the display mode of the short time remaining number information in the low probability short time gaming state is not changed, and the other is performed once or You may make it change in multiple times. Also, the advantageous period information display mode may be changed when winning the change lottery, or when the change lottery is won when the remaining number of advantageous period information reaches a predetermined number. May be.

  Further, in the game information display control process in the present embodiment, the display mode (size, decoration, color) of the shooting operation information indicating the mode of the game ball shooting operation such as right-handed information and left-handed information displayed on the image display device 14. At least one) is different for each gaming state. Specifically, the appeal power (appeal power, conspicuousness) of the player is increased in the order of normal gaming state <low probability time short gaming state <high probability time short gaming state <big hit game. In this way, it is possible to make the player less likely to feel dissatisfied during the normal gaming state while encouraging the player's feeling of excitement during the jackpot game.

  In addition, the display mode (at least one of size, decoration, and color) of the firing operation information is appealed to the player in the order of normal gaming state <high probability gaming state <low probability time short gaming state <big hit game. (Appeal force, conspicuousness) may be increased, or other order may be used. Also, the display mode of the firing operation information during the low probability short-time gaming state and the high probability gaming state may be the same, and the firing operation information during the normal gaming state, during the low probability short-time gaming state and during the high probability gaming state The display mode may be the same. Furthermore, the display mode of launch operation information during jackpot gaming is different from that during high probability gaming state and low probability short-time gaming state only during opening, during high probability gaming state and low probability short-time gaming state during round games and intervals Same as inside.

  In addition, in order to warn of a right strike in the normal gaming state, if left-handed information is displayed for a predetermined period after the game ball has passed to the winning gate 10 in the normal gaming state, The display mode (at least one of size, decoration, and color) may be made different in the case of displaying left-handed information over a predetermined period after the end of the short-time gaming state.

  Note that the display mode of the game information (launching operation information, consecutive game count information, advantageous period information) is different over the entire period of the game state (normal game state, high probability game state, low probability short-time game state, jackpot game). There may be a period of the same display mode. For example, the same display mode is used for a predetermined period (elapse of a predetermined time, a predetermined number of variable display executions) from the start of the high probability gaming state and the low probability short-time gaming state, and then the high probability gaming state and the low probability short-time gaming state Until the end of, the display mode may be different or vice versa. Alternatively, the two types of periods may be alternately generated starting from a period in which game information is displayed in the same display mode or a period in which game information is displayed in a different display mode.

  In addition, the display mode of the predetermined game information (at least one of firing operation information, extended game count information, and advantageous period information) is varied depending on the game state, and other game information (fired operation information, extended game count information). The display mode of (remaining advantage period information) may be the same regardless of the gaming state.

  Further, the predetermined game information (at least one of the firing operation information, the extended resort information, and the advantageous period information) may be displayed intermittently instead of being continuously displayed during the display target period. The normal production period (for example, other than during the SP / SPSP reach production, other than during the pseudo-continuous production) is displayed, and the specific production period (in the SP / SPSP reach production, during the pseudo-continuous production) is not displayed. Also good. For example, the firing operation information (right-handed information) may be continuously displayed regardless of the production period, and the extended resort number information and the advantageous period information may be displayed in a specific production period.

  In addition, although the display position of game information (launching operation information, consecutive resort count information, advantageous period information) is the same regardless of the gaming state, it may be different depending on the gaming state. For example, the shooting operation information (left-handed information, right-handed information) is displayed in the left region of the image display device 14 during the normal gaming state, and the low-probability short-time gaming state, the high-probability gaming state, and the jackpot game (round) ) May be displayed in the right area of the image display device 14. In addition, the number of times of consecutive resorts is displayed near the upper and lower sides of the image display device 14 during the low-probability short-time gaming state and the high-probability gaming state, and displayed near the upper and lower other sides of the image display device 14 during the big hit game. Good. Further, the advantageous period information (high probability remaining number information, short time remaining number information) is displayed on the upper and lower sides of the image display device 14 in the high probability gaming state, and the image display device 14 in the low probability short time gaming state. It may be displayed on the other side of the top and bottom.

  In addition, the display position of the predetermined game information (at least one of firing operation information, extended resort information, and advantageous period information) is the same regardless of the gaming state, and other game information (launched operation information, extended resort information) The display position of the remaining advantageous period information) may be varied depending on the gaming state.

  When two image display devices are provided, the image display device to be displayed may be different depending on the type of game information. For example, predetermined game information (at least one of firing operation information, extended game count information, and advantageous period information) is displayed on the first image display device, and other game information (fired operation information, extended game count information, advantageous period information). The rest of the information may be displayed on the second image display device.

  In addition, an image display device that displays game information according to a game state (normal game state, high probability game state, low-probability short-time game state, jackpot game) and production state (whether it is SP / SPSP reach production). You may change the kind of. For example, in a predetermined gaming state (at least one of a normal gaming state, a high probability gaming state, a low-probability short-time gaming state, a jackpot game) or a production state (other than SP / SP reach production), predetermined gaming information (launching operation information, (At least one of the advantageous period information and the number of consecutive games information) is displayed on the first image display device, and other game states (normal game state, high probability game state, low probability short-time game state, remaining jackpot game) and effects In the state (SP / SP reach production), predetermined game information may be displayed on the second image display device.

  When three image display devices are provided, the image display devices to be displayed may be different depending on the type of game information. For example, the firing operation information may be displayed on the first image display device, the number of consecutive times information may be displayed on the second image display device, and the advantageous period information may be displayed on the third image display device.

  The types of game information include right-handed information, consecutive resort number information, high probability remaining number information, short-time remaining number information, and left-handed information, but a hold icon that notifies (suggests) the progress of variable display to the player. Alternatively, a background image for notifying (suggesting) the game state to the player may be included in the game information.

(Display example of image display device in each gaming state)
Next, display examples of the image display device 14 in each gaming state will be described with reference to FIG. 78 (a) is a display example during the normal gaming state (effect mode A), and FIG. 78 (b) is a display example during the high probability gaming state (effect mode B), and FIG. 78 (c). Is a display example during the low-probability short game state (effect mode C), and FIG. 78 (d) is a display example during the jackpot game.

  As shown in FIG. 78 (a), during the normal gaming state, an effect mode image AMG indicating the effect mode A is displayed on the upper left side of the display unit 140 of the image display device 14, and the display unit 140 Three effect symbols TZ1 to TZ3 are displayed side by side in the center, and three special effect symbols TZ4 are displayed side by side between the effect symbol TZ3 on the lower right side of the display unit 140 and the second reserved icon display area. The

  As shown in FIG. 78 (b), during the high probability gaming state, an effect mode image BMG indicating the effect mode B is displayed on the upper left side of the display unit 140 of the image display device 14, and the display unit 140 is displayed. The right-handed image KMG, which is the display mode for high accuracy described above, is displayed on the upper right side of the display portion. The high probability remaining number image KKG which is the display mode for high accuracy described above is displayed on the lower left side of the display unit 140, and three effect symbols TZ1 to TZ3 are displayed side by side in the center of the display unit 140. The three special effect symbols TZ4 are displayed side by side between the effect symbol TZ3 on the lower right side of the display unit 140 and the second reserved icon display area 143.

  As shown in FIG. 78 (c), during the low-probability time-short gaming state, an effect mode image CMG indicating the effect mode C is displayed on the upper left side of the display unit 140 of the image display device 14, and the display unit The right-handed image ZMG which is the display mode for the above-mentioned time-saving is displayed on the upper right side of 140, and the jackpot villa time count image ZRG which is the display-mode for the above-mentioned time-saving is displayed near the upper center of the display unit 140. In the lower left part of the display unit 140, the time remaining number of times image ZKG, which is the display mode for the time reduction described above, is displayed, and in the center of the display unit 140, three effect symbols TZ1 to TZ3 are displayed side by side. Three special effect symbols TZ4 are displayed side by side between the effect symbol TZ3 on the lower right side of 140 and the second reserved icon display area 143.

  As shown in FIG. 78 (d), during the jackpot game (during the opening), the right-hand hit image OMG that is the display mode during the jackpot is displayed on the upper right side of the display unit 140 of the image display device 14, An opening image OPG indicating that the jackpot game is opening is displayed on the remaining portion of the display unit 140.

  The effect symbols TZ1 to TZ3 that are displayed mainly in the normal gaming state (while waiting for a customer effect, during a fluctuating effect less than normal reach, etc.) are a vertically long rectangular symbol base image ZBG and nine types of characters. Is a composite image in which a character image CYG indicating any of the above and an identification image SG indicating any one of 1 to 9 corresponding to nine types of characters on a one-to-one basis are superimposed, and has a high decorative property ( The design pattern is complicated (the design is complicated, there are many colors, bright colors, etc.).

  The character image CYG is a single image imitating any of nine types of characters, and the identification image SG is a superposition of a hexagonal base image and any one of the numerical images 1 to 9 (identifier). This is a composite image.

  In addition, about the production | presentation symbol of a 1st display aspect, you may make it memorize | store in CGROM105Bb as single symbol data, or memorize | store the symbol base image ZBG, the character image CYG, and the identification image SG separately in CGROM105Bb, and image You may combine, when displaying on the display apparatus 14. FIG. Further, the base image and the numeric image constituting the identification image SG may be separately stored in the CGROM 105Bb and combined when displayed on the image display device 14.

  The effect symbols TZ1 to TZ3 that are mainly displayed during the high-probability gaming state and the low-probability short-time gaming state (while waiting for the customer waiting effect and during all the changing effects) are any numerical images (identifiers) 1 to 9. It is only a single image, and has a decorative design (simple design, few colors, dark colors, etc.) in the second display mode (second design) that is less decorative than the first display mode. .

  In addition, about the effect design of a 2nd display mode, it is memorize | stored in CGROM105Bb as single design data, However, It is the same figure (form) as the number image which comprises the identification image SG in the effect design of a 1st display mode. Therefore, when the numeric image is independently stored in the CGROM 105Bb, it may be displayed on the image display device 14 using the same image data. In this way, it is possible to prevent the capacity of the CGROM 105Bb from being pressed.

  The special effect symbol TZ4 displayed in the normal gaming state, the high probability gaming state, and the low-probability short-time gaming state superimposes a hexagonal base image and any one of the numerical images (identifiers) 1 to 9. The display image of the third display mode is lower than the first display mode but higher than the second display mode (complex design, more colors, bright colors, etc.). (3rd production symbol).

  The effect symbol of the third display mode is stored in the CGROM 105Bb as a single symbol data, but has the same shape (form) as the identification image SG in the effect symbol of the first display mode. When the image SG is independently stored in the CGROM 105Bb, the image display device 14 may be displayed using the same image data. In this way, it is possible to prevent the capacity of the CGROM 105Bb from being pressed.

  In this way, the types (basic display modes) of the effect symbols TZ1 to TZ3 that are mainly displayed in the normal gaming state (effect mode A), the high probability gaming state (effect mode B), and the low-probability short-time gaming state ( In the effect mode C), the effect symbols displayed on the image display device 14 when the game state is changed by changing the types (basic display modes) of the effect symbols TZ1 to TZ3 that are mainly displayed. The display mode can be changed, and it is possible to improve the interest of the game.

(Example of effect design display in variation effect)
Next, display examples of effect symbols in the variation effect will be described with reference to FIGS. 79 to 82.

  FIG. 79 is a diagram illustrating a display example in the case where a variation effect by a variation effect pattern A001 (normal variation without pseudo-turn) is executed in the normal gaming state (effect mode A).

  As shown in FIG. 79 (a), the image display device 14 has three effect symbols (first effect symbols) “1”, “3”, and “5” in three first display modes that indicate a loss as effect symbols TZ1 to TZ3. "Is stopped and displayed as the special effect symbols TZ4, the effect symbols (third effect symbols)" 1 "," 3 ", and" 5 "of the three third display modes corresponding to the effect symbols TZ1 to TZ3 are stopped and displayed. ing.

  As shown in FIG. 79 (b), the hold icon A00 in the normal mode displayed on the first display portion 141a of the first hold icon display area 141 is shifted to the changing icon display area 142 and changed to the changing icon A00. Then, the effect symbols TZ1 to TZ3 start to be displayed in a variable manner. Along with this, the special effect design TZ4 also starts to display fluctuation.

  As shown in FIG. 79 (c), when the effect symbol “1” of the first display mode is temporarily stopped as the effect symbol TZ1, the character image CYG of the effect symbol “1” of the first display mode performs a predetermined action. A stop action effect (changing the display mode) is performed for a predetermined period (for example, 0.5 seconds). At this time, the left display of the special effect symbol TZ4 corresponding to the effect symbol TZ1 is not temporarily stopped, and the variable display of the three special effect symbols TZ4 is continued.

  As shown in FIG. 79D, when the effect symbol “9” of the first display mode is temporarily stopped as the effect symbol TZ3, the character image CYG of the effect symbol “9” of the first display mode performs a predetermined action. The stop action effect is performed over a predetermined period (for example, 0.5 seconds). At this time, the right display of the special effect symbol TZ4 corresponding to the effect symbol TZ3 does not temporarily stop, and the variable display of the three special effect symbols TZ4 continues.

  As shown in FIG. 79 (e), when the effect symbol “4” of the first display mode is temporarily stopped as the effect symbol TZ2, the character image CYG of the effect symbol “4” of the first display mode performs a predetermined action. The stop action effect is performed over a predetermined period (for example, 0.5 seconds). At this time, the middle symbols of the special effect symbol TZ4 corresponding to the effect symbol TZ3 are not temporarily stopped and the three special effect symbols TZ4 are continuously displayed.

  As shown in FIG. 79 (f), when a predetermined time (for example, 1 second) elapses after the effect symbol “4” of the first display mode as the effect symbol TZ2 is temporarily stopped, the effect symbols TZ1 to TZ3 are first displayed. The production patterns “1”, “4”, and “9” in the display mode are stopped and displayed. Along with this, the effect symbols “1”, “4”, and “9” in the third third display mode corresponding to the effect symbols “1”, “4”, and “9” in the first display mode are stopped and displayed as the special effect symbol TZ4. The variation effect ends.

  As described above, when the variation effect pattern A001 (normal variation without simulated resurrection) is executed in the normal gaming state (effect mode A), the effect symbols TZ1 to TZ3 are the first in the entire period from the change start to the change stop. It is designed to be displayed with the effect symbol (first effect symbol) of the display mode. Further, when the effect symbols TZ1 to TZ3 are temporarily stopped, a stop action effect is performed by the character image CYG of the effect symbol in the first display mode.

  Note that the variation effect patterns without reach such as the variation effect pattern A002, the change effect pattern A003, the change effect pattern A021, and the change effect pattern A024 are also from the change start to the change stop as in the case of the change effect pattern A001 described above. The effect symbols TZ1 to TZ3 are displayed by the effect symbol (first effect symbol) of the first display mode over the entire period. Further, when the effect symbols TZ1 to TZ3 are temporarily stopped, a stop action effect is performed by the character image CYG of the effect symbol in the first display mode.

  By doing so, it is possible to improve the effect effect of the variable effect by increasing the movement of the effect symbol while increasing the decorativeness of the effect symbols TZ1 to TZ3 during the period when the variable effect without reach is executed. It is possible to improve the interest of the game.

  FIG. 80 is a diagram showing a display example when the variation effect pattern A000 (simulated variation without pseudo-turn) is executed in the normal gaming state (effect mode A).

  As shown in FIG. 80 (a), the normal hold icons A 00 to A 03 displayed in the first display portions 141 a to 141 of the first hold icon display area 141 are shifted toward the changing icon display area 142. Then, when the hold icon A00 becomes the changing icon A00, the effect symbols TZ1 to TZ3 in the first display mode start changing display. Along with this, the special effect symbol TZ4 in the third display mode also starts to be displayed in a variable manner.

  As shown in FIG. 80 (b), when a predetermined time elapses from the start of the fluctuation, the effect symbol “1” in the first display mode is temporarily stopped without performing the action effect at the stop as the effect symbol TZ1, and the effect symbols TZ2 and TZ3. The production symbols “4” and “9” are variably displayed at a low speed. At this time, the left display of the special effect symbol TZ4 corresponding to the effect symbol TZ1 is not temporarily stopped, and the variable display of the three special effect symbols TZ4 is continued.

  As shown in FIG. 80 (c), when a predetermined time elapses after the temporary stop of the effect symbol TZ1, the effect symbol “9” of the first display mode temporarily stops without performing the stop action effect as the effect symbol TZ3. When a predetermined time elapses after the temporary stop of the symbol TZ3, the effect symbol “4” of the first display mode temporarily stops without performing the action effect at the stop as the effect symbol TZ2. At this time, the middle and right symbols of the special effect symbol TZ4 corresponding to the effect symbols TZ2 and TZ3 are not temporarily stopped, and the variable display of the three special effect symbols TZ4 is continued.

  As shown in FIG. 80 (d), when a predetermined time (for example, 1 second) elapses after the effect symbol “4” of the first display mode as the effect symbol TZ2 temporarily stops, the effect symbols TZ1 to TZ3 are the first. The production patterns “1”, “4”, and “9” in the display mode are stopped and displayed. Along with this, the effect symbols “1”, “4”, and “9” in the third third display mode corresponding to the effect symbols “1”, “4”, and “9” in the first display mode are stopped and displayed as the special effect symbol TZ4. The variation effect ends.

  As described above, when the variation effect pattern A000 (simulated without shortening variation) is executed in the normal gaming state (effect mode A), the effect symbols TZ1 to TZ3 are displayed for the entire period from the start of the change to the stop of the change. It is designed to be displayed with an effect symbol (first effect symbol) in one display mode. In addition, during the temporary stop of the effect symbols TZ1 to TZ3, the stop action effect by the character image CYG of the effect symbol in the first display mode is not performed.

  Note that the variation effect pattern A020 (zone turning failure 1 shortening variation) and the variation effect pattern A023 (zone turning failure 2 shortening variation) are all from the variation start to the variation stop as in the case of the variation effect pattern A000 described above. The effect symbols TZ1 to TZ3 are displayed by the effect symbol (first effect symbol) of the first display mode over the period. In addition, during the temporary stop of the effect symbols TZ1 to TZ3, the stop action effect by the character image CYG of the effect symbol in the first display mode is not performed.

  By doing in this way, the motion of the effect symbols TZ1 to TZ3 in the shortened variation effect executed during the normal gaming state is less than the motion of the effect symbols TZ1 to TZ3 in the normal variation effect. It is possible to prevent a decrease in the interest of the game by making it difficult to identify the production symbol.

  FIG. 81 is a diagram showing a display example when the variation effect pattern A006 (SP reach 1 effect) is executed in the normal gaming state (effect mode A).

  As shown in FIG. 81 (a), the hold icon A00 in the normal mode displayed on the first display portion 141a of the first hold icon display area 141 is shifted to the changing icon display area 142 and changed to the changing icon A00. Then, the effect symbols TZ1 to TZ3 in the first display mode start to be displayed in a variable manner. Along with this, the special effect symbol TZ4 in the third display mode also starts to be displayed in a variable manner.

  As shown in FIG. 81 (b), when the effect symbol “1” of the first display mode is temporarily stopped as the effect symbol TZ1, the character image CYG of the effect symbol “1” of the first display mode performs a predetermined action. A stop action effect (changing the display mode) is performed for a predetermined period (for example, 0.5 seconds). At this time, the left display of the special effect symbol TZ4 corresponding to the effect symbol TZ1 is not temporarily stopped, and the variable display of the three special effect symbols TZ4 is continued.

  As shown in FIG. 81 (c), when the effect symbol “1” of the first display mode is temporarily stopped as the effect symbol TZ3, the character image CYG of the effect symbol “9” of the first display mode performs a predetermined action. The stop action effect is performed over a predetermined period (for example, 0.5 seconds), and the normal reach effect is performed. At this time, the right display of the special effect symbol TZ4 corresponding to the effect symbol TZ3 does not temporarily stop, and the variable display of the three special effect symbols TZ4 continues.

  As shown in FIG. 81 (d), there is a transition effect (development effect) that suggests development to a specific reach effect (SP / SPSP reach effect) (executed in the process of developing into an SP reach effect or an SPSP reach effect). The executed design symbols TZ1 to TZ3 move to the upper right side of the screen and are reduced and displayed, and at the same time the high-probability gaming state and the low-probability short-time gaming state are produced. To change. At this time, the special effect symbol TZ4 corresponding to the effect symbol TZ3 remains unchanged in the third display mode, and the three special effect symbols TZ4 are continuously displayed.

  As shown in FIG. 81 (e), when a predetermined time (for example, 2 seconds) elapses after the transition effect is started, the effect image EG in which the teammate character and the enemy character battle is displayed and the SP reach effect is started. The At this time, the effect symbols TZ1 to TZ3 are continuously displayed in the second display mode, and the special effect symbol TZ4 is continuously displayed in the third display mode.

  As shown in FIG. 81 (f), when a predetermined time (for example, 15 seconds) has elapsed since the start of the SP reach effect, a character image indicating that the teammate character has won the battle is displayed. At this time, the effect symbol TZ2 variably displayed on the upper right side of the screen is temporarily stopped at the effect symbol “1” in the second display mode, and a combination of effect symbols TZ1 to TZ3 for notifying the jackpot is displayed. At this time, the special effect symbol TZ4 corresponding to the effect symbol TZ3 remains unchanged in the third display mode, and the three special effect symbols TZ4 are continuously displayed.

  As shown in FIG. 81 (g), when a predetermined time (for example, 1 second) has elapsed since the display of the character image indicating that the teammate character has won the battle, the effect symbols TZ1 to TZ3 move to the original positions. Then, the display is enlarged to the normal size and the first display mode of the effect symbol (first effect symbol) is restored, and the stop action effect is performed in a temporarily stopped state. At this time, the special effect symbol TZ4 corresponding to the effect symbol TZ3 remains unchanged in the third display mode, and the three special effect symbols TZ4 are continuously displayed.

  As shown in FIG. 81 (h), when a predetermined time (for example, 1 second) elapses after the stop time action effect is started, the effect symbol “1” of the first display mode as effect symbols TZ1 to TZ3 for notifying the jackpot. “1” and “1” are stopped and displayed. Along with this, the effect symbols “1”, “1” and “1” in the third third display modes corresponding to the effect symbols “1”, “1” and “1” in the first display mode are stopped and displayed as the special effect symbols TZ4. The variation effect ends.

  As described above, when the variation effect pattern A006 (SP reach 1 effect) is executed in the normal gaming state (effect mode A), the period from the start of change to the execution of the transition effect and the specific reach effect (here) The effect symbols TZ1 to TZ3 are displayed by the effect symbol (first effect symbol) of the first display mode in the period from the end of the SP reach effect) to the stop display, and the SP reach effect after the transition effect is started. The effect symbols TZ1 to TZ3 are displayed as effect symbols (second effect symbols) in the second display mode in the period until the end. Further, during the temporary stop of the effect symbols TZ1 to TZ3 before the start of the transition effect and after the end of the SP reach effect, an action effect at the time of stop by the effect symbol of the first display mode is performed.

  Note that the transition effect is also executed from the start of the change in the variable effect patterns A007 to A017, A034 to A040, A054 to A060 and the like for the variable effect patterns A007 to A017, as in the case of the variable effect pattern A006. The effect symbols TZ1 to TZ3 are displayed by the effect symbol (first effect symbol) of the first display mode in the period until the display period and the specific reach effect (SP / SPSP reach effect) to the stop display. The effect symbols TZ1 to TZ3 are displayed as effect symbols (second effect symbols) in the second display mode during the period from when the effect is started to when the SP reach effect ends. Further, during the temporary stop of the effect symbols TZ1 to TZ3 before the start of the transition effect and after the end of the SP / SPSP reach effect, an action effect at the time of stop using the effect symbol of the first display mode is performed.

  By doing in this way, during the period when the production symbols TZ1 to TZ3 are displayed in the normal size, the production effect of the variation production is increased by increasing the movement of the production symbols while enhancing the decorativeness of the production symbols TZ1 to TZ3. While improving the production symbols TZ1 to TZ3 in the reduced size display period, the design symbols TZ1 to TZ3 are reduced in decorativeness, while reducing the production symbols identities (visibility). It can be secured, and it is possible to improve the interest of the game.

  As described above, in the normal gaming state, the effect symbols in most of the periods other than the period in which the effect symbols TZ1 to TZ3 are displayed in a reduced size (the period in which the SP / SPSP reach effect is executed from the transition effect). Since the effect symbols of the first display mode are displayed as TZ1 to TZ3, it can be said that the basic display mode of the effect symbols in the normal gaming state is the first display mode.

  The effect symbols TZ1 to TZ3 and the special effect symbol TZ4 are not displayed during the customer waiting effect in the normal gaming state, but may be displayed in the first display mode when the effect symbol is displayed during the customer waiting effect. In addition, although it may be displayed in the second display mode or in the third display mode, the basic display mode of the effect symbol in the normal gaming state is the first display mode.

  In the normal gaming state, the effect symbols TZ1 to TZ3 are displayed by the effect symbol of the first display mode after the SP / SPSP reach effect is ended, but the display of the effect symbol of the second display mode is continued. You may do it. In addition, when the result of the variation effect is a loss, the effect symbols TZ1 to TZ3 are displayed by the effect symbol of the first display mode after the SP / SPSP reach effect is finished, while the SP is displayed when the result of the variation effect is a big hit. / After the SPSP reach production, the production symbols TZ1 to TZ3 may be displayed in the second display mode, or vice versa. Furthermore, in the normal game state, the effect symbols TZ1 to TZ3 may be left unchanged in the effect symbol of the first display mode.

  In the normal gaming state, a plurality of presentation modes are provided that are changed based on the operation of the presentation button 18A by the player, or are changed based on the establishment of the change condition, and a plurality of types of first display forms of the presentation symbols are provided. You may change the kind of the 1st display mode of the effect symbol displayed on the image display apparatus 14 according to the kind of effect mode in a game state. Even in this case, it is preferable to display the effect symbols TZ1 to TZ3 in the second display mode (common display mode) during the period from the start of the transition effect to the end of the SP reach effect.

  FIG. 82 is a diagram showing a display example in the case where the changing effect is executed by the changing effect pattern B001 (without simulated resentment) in the high-probability gaming state (effect mode B).

  As shown in FIG. 82 (a), the image display device 14 has the effect symbols (second effect symbols) "1", "3", "5" of the three second display modes that indicate the loss as effect symbols TZ1 to TZ3. "Is stopped and displayed as the special effect symbols TZ4, the effect symbols (third effect symbols)" 1 "," 3 ", and" 5 "of the three third display modes corresponding to the effect symbols TZ1 to TZ3 are stopped and displayed. ing.

  As shown in FIG. 82 (b), the hold icon A00 in the normal mode displayed on the first display portion 141a of the second hold icon display area 143 is shifted to the changing icon display area 142 and changed to the changing icon A00. Then, the effect symbols TZ1 to TZ3 start to be displayed in a variable manner. Along with this, the special effect design TZ4 also starts to display fluctuation.

  As shown in FIG. 82 (c), when a predetermined time has elapsed from the start of the fluctuation, the effect symbol “8” in the second display mode temporarily stops without performing the action effect at the stop as the effect symbol TZ1. At this time, the left display of the special effect symbol TZ4 corresponding to the effect symbol TZ1 is not temporarily stopped, and the variable display of the three special effect symbols TZ4 is continued.

  As shown in FIG. 82 (d), when a predetermined time elapses after the effect symbol TZ1 temporarily stops, the effect symbol “5” of the second display mode temporarily stops without performing the action effect at the stop as the effect symbol TZ3. . At this time, the right display of the special effect symbol TZ4 corresponding to the effect symbol TZ3 does not temporarily stop, and the variable display of the three special effect symbols TZ4 continues.

  As shown in FIG. 82 (e), when a predetermined time elapses after the effect symbol TZ3 temporarily stops, the effect symbol “2” in the second display mode temporarily stops without performing the action effect at the stop as the effect symbol TZ2. . At this time, the middle symbols of the special effect symbol TZ4 corresponding to the effect symbol TZ3 are not temporarily stopped and the three special effect symbols TZ4 are continuously displayed.

  As shown in FIG. 82 (f), when a predetermined time (for example, 1 second) elapses after the effect symbol “2” of the second display mode as the effect symbol TZ2 temporarily stops, the effect symbols TZ1 to TZ3 are second. The production symbols “8”, “2”, and “5” in the display mode are stopped and displayed, and combinations of production symbols TZ1 to TZ3 that notify the loss are displayed. Along with this, the effect symbols “8”, “2”, and “5” in the third third display mode corresponding to the effect symbols “8”, “2”, and “5” in the second display mode are stopped and displayed as the special effect symbol TZ4. The variation effect ends.

  As described above, when the variation effect pattern B001 (normal variation without simulated resurrection) is executed in the high-probability gaming state (effect mode B), the effect symbols TZ1 to TZ3 are the first in the entire period from the change start to the change stop. It is displayed by the effect design (2nd effect design) of 2 display modes. Further, during the temporary stop of the effect symbols TZ1 to TZ3, the stop action effect by the effect symbol of the second display mode is not performed.

  It should be noted that the other variation effect patterns in the high-probability gaming state (effect mode B) and all the variation effect patterns in the low-probability short-time game state (effect mode C) also vary as in the case of the above-described variation effect pattern B001. The effect symbols TZ1 to TZ3 are displayed as effect symbols (second effect symbols) in the second display mode over the entire period from the start to the change stop. Further, during the temporary stop of the effect symbols TZ1 to TZ3, the stop action effect by the effect symbol of the second display mode is not performed.

  In this way, in the high-probability gaming state and the low-probability short-time gaming state in which the variation time (variation display) executed in the normal gaming state is likely to be short (the ultra-short variation is likely to be executed). Decreasing the decoration of the symbols TZ1 to TZ3 while reducing the movement of the production symbol can ensure the identification (visibility) of the production symbol, and it is difficult to identify the production symbol, thereby reducing the interest of the game. Can be prevented.

  Furthermore, in any of the normal game state (effect mode A), the high probability game state (effect mode B), and the low-probability short-time game state (effect mode C), the effect symbol (third effect symbol) of the third display mode. The special effect symbol TZ4 displayed in () is configured not to execute the action effect when stopped. By doing so, it becomes possible to reduce the difficulty of seeing the special effect symbol TZ4 smaller than the effect symbols TZ1 to TZ3, and it becomes easier for the player to grasp (recognize) the progress state of the variable display.

  As described above, in the high-probability gaming state and the low-probability short-time gaming state, the effect symbols in the second display mode are displayed as effect symbols TZ1 to TZ3 during the waiting time for waiting effect or during the execution period of all variation effects. Therefore, it can be said that the basic display mode of the effect symbol during the high probability gaming state or the low probability short-time gaming state is the second display mode.

  The effect symbols TZ1 to TZ3 and the special effect symbol TZ4 are not displayed during the customer waiting effect in the high-probability gaming state or the low-probability short-time gaming state, but the first display is displayed when the effect symbol is displayed during the customer waiting effect. Although it may be displayed in a mode, may be displayed in a second display mode, or may be displayed in a third display mode, the basics of effect designs during a high-probability gaming state or a low-probability short-time gaming state The display mode is the second display mode.

  In addition to dividing the high-probability gaming state and the low-probability short- and short-time gaming state into a plurality of periods (early, middle and final, first half and second half, etc.), a plurality of second display modes for the production symbols are provided, and the high probability gaming state and low You may make it change the kind of 2nd display mode of the production | presentation symbol displayed on the image display apparatus 14 according to the kind of period in a short time game state. In this case, during execution of the SP / SPSP reach effect, an effect symbol of the second display mode common to a plurality of periods may be displayed, or an effect symbol of the second display mode of the type corresponding to the period may be displayed. It may be displayed.

  In this embodiment, in the normal gaming state (effect mode A), the high-probability gaming state (effect mode B), and the low-probability short-time gaming state (effect mode C), the special effect symbol TZ4 is the effect symbol of the third display mode. (3rd effect symbol) is displayed, but the effect of the second display mode is similar to the effect symbols TZ1 to TZ3 in the high probability game state (effect mode B) and the low probability short-time game state (effect mode C). You may make it display with a design (2nd production design).

  In the normal gaming state (effect mode A), during the period in which the specific reach effect (SP / SPSP reach effect) is being executed, the effect symbols TZ1 to TZ3 are displayed as effect symbols (second effect symbols) in the second display mode. However, it may be displayed in the third display mode effect symbol (third effect symbol) in the same manner as the special effect symbol TZ4.

  In addition, the basic display mode of the production symbols TZ1 to TZ3 in the normal gaming state (production mode A) is the first display mode, and production in the high-probability gaming state (production mode B) and the low-probability short-time gaming state (production mode C). The basic display mode of the symbols TZ1 to TZ3 is the second display mode, but the basic display mode of the effect symbols TZ1 to TZ3 in the normal gaming state is a third display mode that is more decorative than the second display mode. The basic display mode of the production symbols TZ1 to TZ3 in the probability game state and the low-probability short-time game state may be set as the second display mode. In this case, it is preferable to display the effect symbols TZ1 to TZ3 in the second display mode from the transition effect in the variation effect executed in the normal gaming state until the SP / SPSP reach effect ends.

  Further, in the normal gaming state (effect mode A), when the specific reach effect (SP / SPSP reach effect) is completed and the effect symbols TZ1 to TZ3 are returned to the normal size, the stop action effect is performed. However, the stop action effect may not be performed. In the case of a big hit, the stop action effect may be performed, and in the case of a loss, the stop action effect may not be performed.

  In addition, instead of notifying the result of the variation effect (variation display) by the combination of the three effect symbols TZ1 to TZ3, the variation effect (variation display) by the combination of the three effect symbols TZ1 to TZ3 and the three special effect symbols TZ4. You may make it alert | report the result of.

  In addition, the combination of the three effect symbols TZ1 to TZ3 and the combination of the three special effect symbols TZ4 when the variation effect (variation display) is finished are the same. The combination of TZ3 and the three special effect symbols TZ4 are made the same, and in the case of a loss, the combination of the effect symbols TZ1 to TZ3 and the three special effect symbols TZ4 may be different. Also good. In that case, the number of patterns of the combination of the three special effect symbols TZ4 may be greater or less than the number of patterns of the combination of the three effect symbols TZ1 to TZ3.

  In addition, although it did not touch on the change of the display mode of the production symbols TZ1 to TZ3 when there is a change in the gaming state, here, a predetermined return condition (in this embodiment, a predetermined number of variable displays is executed). However, it may be replaced by winning the falling lottery etc.) based on the establishment of a high probability game state or a low probability short-time game state, etc. to briefly return to the normal game state Keep it.

  When returning from the specific gaming state to the normal gaming state based on the establishment of a predetermined return condition, at the end of the last variation display executed during the specific gaming state (during symbol stop time) or the first timing of the next variation display An effect image (for example, a stage change image for switching a background image of the display unit 140, only an effect symbol) for shielding the effect symbol displayed on the image display device 14 before the change starts or during the acceleration period of change. And a movable member for shielding the effect symbol displayed on the image display device 14 (a state located in front of the effect symbol and a state retracted from the front) In accordance with the execution of a predetermined effect such as an effect that activates the (convertible member), the effect of the second display mode that is shielded (restricted in visual recognition) is displayed in the first display mode. Or when you switch on the symbol. The predetermined effect may not be an effect that shields the effect symbol, but may be an effect that can attract the player's attention.

(Display examples from operation effect to operation effect)
Next, display examples from the operation effect to the operation effect will be described with reference to FIGS. 83 and 84.

  FIG. 83 (a) is a diagram showing a display example of the gassing effect that is executed during the first normal reach effect when the operation effect scenario A8-3 (see FIG. 74) is determined in the effect mode A.

  First, as shown in FIG. 83 (a-1), when the display part 140 of the image display device 14 temporarily stops the effect symbol TZ1 and TZ3 at the same effect symbol “1” and starts the normal reach effect, A roaring image AG1 (a dark image composed of the base image AG of the first form and the button image BG in the normal state) that predicts that the effective period may occur due to the display of the image 1A-1 or the promotion image 1A-2 ) Is performed from the upper right to the lower left of the screen.

  Next, as shown in FIG. 83 (a-2), the normal reach effect continues, but the roaring image AG1 that has moved to the lower left of the screen disappears outside the screen, and the effect button 18A does not occur without an effective period. The non-light emission state is maintained. As a result, the player recognizes (understands) that the executed operation effect has been a frustration effect.

  FIG. 83 (b) is a display example from the operation effect beat to operation effect executed during the second normal reach effect when the operation effect scenario A8-3 (see FIG. 74) is determined in the effect mode A. .

  First, as shown in FIG. 83 (b-1), when the display part 140 of the image display device 14 temporarily stops the effect symbol TZ1 and TZ3 at the same effect symbol “1” and starts the normal reach effect, An image AG1 (a dark or translucent image obtained by removing the gauge image CG from the promotion image 1A) predicting that the effective period may be generated by displaying the image 1A-1 or the promotion image 1A-2. A roaring effect A that moves from the upper right to the lower left is executed. Up to this point, since it is the same production mode as the gossip effect, the player cannot grasp whether it is the gossip effect or the fly effect A.

  Next, as shown in FIG. 83 (b-2), the roaring effect A1 that continues to move to the lower left of the screen while the normal reach effect continues is moved so that the roaring image AG1 wraps toward the center of the screen. In this case, a promotion image 1A-1 is displayed instead of the curling image AG1. At this time, the effect button 18A emits white light and an effective period occurs, and the gauge width of the gauge image of the promotion image 1A-1 is reduced according to the remaining time of the effective period.

  As shown in FIG. 83 (b-3), when the effect button 18A is operated during the effective period, the display of the promotion image 1A-1 displayed in the center of the screen in a state where the normal reach effect is continued. When the effect button 18A emits light and the effective period ends, an operation effect (flower snowfall 3) is executed by displaying an image in which a large number of petals are scattered over a predetermined period. As a result, the player is informed of the degree of expectation of winning the jackpot (in which the jackpot game is executed) in the running variation effect (variation effect).

  As described above, the gassing effect and the turning effect A are effects in which the promotion image is displayed and an expectation is made that there is a possibility that the effective period may occur (speaking). Therefore, by performing the gassing effect and the turning effect A, it is possible to enhance the player's expectation that the effective period will occur, and to improve the interest of the game.

  In addition, when the gassing effect and the turning effect A are executed in the effect mode B and the effect mode C, it is predicted that an effective period is generated and the promotion image 2A (2A-1 to 2A-3) is displayed. The turning image AG3 (dark color or translucent image obtained by removing the gauge image CG from the promotion image 2A) is displayed.

  FIG. 84 (a) is a display example from an operation effect to an operation effect executed during the SPSP reach effect when the operation effect scenario A8-2 (see FIG. 74) is determined in the effect mode A.

  First, as shown in FIG. 84 (a-1), at a predetermined timing during the SPSP reach production, an effective period occurs on the front side of the heart-shaped production image, and the promotion image 1A-1 or the promotion image 1A. -2 is a sign of a display image AG1, and a cover image AG2 (a gauge image from the promotion image 1B) indicating that an effective period has occurred and the promotion image 1B-1 or the promotion image 1B-2 is displayed. A dark effect or a semi-transparent image excluding CG) moves in an annular shape, and a turning effect B is executed.

  Next, as shown in FIG. 84 (a-2), the turn effect B ends in a state where the SPSP reach effect is continued, and the radial effect image and the promotion image 1A are substituted for the turn image AG1 and the turn image AG2. -2 is displayed. At this time, the effect button 18A emits yellow light and an effective period occurs, and the gauge width of the gauge image of the promotion image 1A-2 is reduced according to the remaining time of the effective period.

  Then, as shown in FIG. 84 (a-3), when the effect button 18A is operated during the effective period, the promotion image 1A-2 displayed in the center of the screen in a state where the SPSP reach effect is continued. When the display, the light emission of the effect button 18A and the effective period are finished, the background and / or the edge is green, and the cut-in image CIG by the character 2 is displayed over a predetermined period, so that the operation effect (green cut-in 2) is generated. Executed. As a result, the player is informed of the degree of expectation of winning the jackpot (in which the jackpot game is executed) in the running variation effect (variation effect).

  FIG. 84 (b) is a display example from the operation effect invocation to the operation effect executed during the SPSP reach effect when the operation effect scenario A8-3 (see FIG. 74) is determined in the effect mode A.

  First, as shown in FIG. 84 (b-1), at a predetermined timing during the SPSP reach production, an effective period occurs on the front side of the heart-shaped production image, and the promotion image 1A-1 or the promotion image 1A. −2 is displayed in a ring shape, and the rolling image AG2 that predicts that the effective period has occurred and the promotion image 1B-1 or the promotion image 1B-2 is displayed is moved in an annular shape. In this way, the production effect B is executed.

  Next, as shown in FIG. 84 (b-2), the turning effect B ends with the SPSP reach effect being continued, and the radial effect image and the promotion image 1B are substituted for the turning image AG1 and the turning image AG2. -2 is displayed. At this time, the effect button 18A changes from the normal state to the projecting state, the effect button 18A that has entered the projecting state emits yellow light, and an effective period occurs, and the promotion image 1B-2 is displayed in accordance with the remaining time of the effective period. The gauge width of the gauge image decreases.

  And as shown in FIG. 84 (b-3), when the effect button 18A is operated during the effective period, the promotion image 1B-2 displayed at the center of the screen in a state where the SPSP reach effect is continued. When the display and light emission of the effect button 18A and the effective period are completed, the background and / or the edge is red, and the cut-in image CIG by the character 2 is displayed over a predetermined period, so that the operation effect (red cut-in 2) is generated. Executed. As a result, the player is informed of the degree of expectation of winning the jackpot (in which the jackpot game is executed) in the running variation effect (variation effect).

  Thus, the whirling effect B is an effect that confirms that the promotion image is displayed due to the occurrence of an effective period, and predicts the type of the promotion image to be displayed. Therefore, by executing the roaring effect B, it is possible to increase the player's expectation for which type of promotion image is displayed, and to improve the interest of the game.

  In addition, when the turning effect B is executed in the effect mode B and the effect mode C, the turning image AG3 that predicts that the effective period occurs and the promotion image 2A (2A-1 to 2A-3) is displayed. A rolling image AG4 (a dark or translucent image excluding the gauge image from the promotion image 2B) that predicts that the effective period has occurred and the promotion image 2B (2B-1 to 2B-3) is displayed. Is generated and the accelerated image 3A (3A-1 to 3A-3) is predicted to be displayed, the rolling image AG5 (dark color or translucent image obtained by removing the gauge image CG from the accelerated image 3A), the effective period is generated Then, any one of the four images of the roaring image AG6 (dark color or translucent image obtained by removing the gauge image CG from the acceleration image 3B) is predicted to display the promotion image 3B (3B-1 to 3B-3). Or two There has been adapted to be selectively displayed.

  That is, in the turning effect B executed in the effect modes A to C, one turning image corresponding to the promotion image displayed during the effective period that occurs thereafter corresponds to the promotion image displayed during the effective period. A single other image that is not to be displayed is displayed. For example, when the promotion image 2A-1 is displayed during the effective period in the effect mode B, the rolled image AG3 and any one of the rolled images AG4 to AG6 are displayed as the other images. By doing so, there is no obvious contradiction between the turning image displayed on the image display device 14 and the promotion image, and it is possible to improve the interest of the game.

  It should be noted that, instead of randomly determining other roar images displayed when the roaring effect B is executed in the effect mode B and the effect mode C, it may be determined according to the degree of expectation of the big win. .

  Specifically, the expectation level of the jackpot winning when the hit image is displayed is the hit image AG3 <beat image AG4 <beat image AG5 <beat image AG6. It is preferable that a low-turn image (for example, a turn-over image AG3) is easily selected, and a high-expected turn image (for example, a turn-over image AG6) is easily selected as the expectation level of the big hit is high. If it does in this way, the expectation degree of jackpot winning can be suggested to a player by other roaring images, and it becomes possible to improve the interest of the game.

  In addition, when the turn effect B is executed in the effect modes A to C, two or more other promotion images may be displayed instead of only one. In this way, when the other hit images are determined according to the expectation level of the jackpot winning, it is possible to suggest the expectation level of the jackpot winning in more detail.

  In addition, for the effect mode A to C, the effect mode is the same for the effect effect A, the effect effect A, and the effect effect B, except that the type of the displayed image is different, but for each effect mode. It is good also as a different production | generation aspect, and it is good also as a different production | generation aspect in the other one production mode, although it is set as the same production aspect in two production modes. If it does in this way, the production aspect of a roaring effect will diversify and it will become possible to improve the interest of a game.

  In addition, with respect to the roaring image and the promotion image, the roaring image is not overlapped in front of the reduced effect symbols TZ1 to TZ3 displayed on the left side of the screen or the special effect symbol TZ4 displayed on the lower right side of the screen. It may be displayed in a layer behind the effect symbols TZ1 to TZ3 and the special effect symbol TZ4, or may be displayed in a position that does not overlap at least one of the effect symbols TZ1 to TZ3 and the special effect symbol TZ4.

(Handshake meeting notice)
Next, the handshake meeting notice will be described. The handshake meeting notice is composed of a combination of a pending icon change notice and a changing icon change notice, and a changing icon is displayed by a handshake meeting (operation including conversation) between the changing icon and a predetermined character in a special mode. It is a notice effect of whether or not the expectation level of the jackpot winning of the jackpot determination (special symbol lottery) corresponding to the changing icon is improved (so-called whether or not the chance is increased) by changing the aspect. This is a kind of pre-reading notice (continuous notice effect) performed based on the result. First, an effect flow of handshake meeting notice will be described with reference to FIG.

  When the changing icon that is the target of the handshake meeting notice is displayed in the changing icon display area 142 and the change display (change effect) of the effect design is started, the changing icon display area 142 is first displayed as the handshake meeting notice. A handshake meeting venue appears in the vicinity of the icon, and the silhouette of the person related to the changing icon, the handshake character that shakes the handshake, and the escort character that escorts the handshake character appear at predetermined positions on the display unit 140.

  Then, when the handshake character and the changing icon shake hands and a predetermined line appears from the handshake character along with the handshake, the color starts to gradually change from under the changing icon, and the changing icon color changes. An effect of whether or not it changes (whether or not the display mode of the changing icon changes) (hereinafter referred to as “changed icon color change effect”) is executed. When the color changes completely (the color change succeeds), it becomes a so-called “promotion success (chance up)”, and the big win expectation degree for the changing icon increases, while the color change ends in the middle, When returning to the color before the changing icon color change effect is performed (the color change fails), the so-called “promotion failure” occurs, and the jackpot winning expectation for the changing icon is maintained.

  When the first changing icon color change effect is finished, the second dialogue appears again from the handshake character and the handshake meeting notice continues, and the escort character is withdrawn from the changing icon. To branch when the handshake meeting notice ends.

  When the second dialogue appears again from the handshake character and the handshake meeting notice continues, the second changing icon color change effect is performed. And, as with the case of the first time, the color change change effect during the second change is also completely changed (successful color change) and promoted successfully (chance up), or the color change is halfway Finished (color change failed) and failed promotion.

  When the second variation icon color change effect is finished, the third dialogue appears again from the handshake character, and when the handshake event notice continues, the escort character leaves the changing icon. A branch is made when guidance is given and the handshake meeting notice ends.

  When the third dialogue appears from the handshake character and the handshake meeting notice continues, a third variation icon color change whirling effect is executed. And, as in the case of the first and second times, the icon color change whirling effect during the third change is either a complete change in color and a successful promotion (chance up), or the color change ends in the middle Promotion failure.

  When the third changing icon color changing effect is finished, the fourth dialogue appears from the handshake character and the handshake meeting notice continues further, and the escort character provides exit guidance for the changing icon. Go and branch when the handshake meeting notice ends.

  When the 4th dialogue appears from the handshake character and the handshake meeting notice continues, the 4th change icon color change whirling production always changes completely and the promotion succeeds (chance up). The escort character provides exit guidance for the changing icon, and the handshake meeting notice ends.

  Next, the handshake meeting notice will be described using a specific example. For example, as shown in FIG. 88 (a), when the normal hold icons A10 to A12 are displayed on the first display portion 141a to the third display portion 141c of the first hold icon display area 141, the loss is detected. It is assumed that the effect design shown is stopped.

  As shown in FIGS. 88 (b) to 88 (c), the hold icons A10 to A12 displayed on the first display unit 141a to the third display unit 141c are the changing icon display region 142, the first While shifting to the display part 141a and the 2nd display part 141b, the fluctuation | variation display of an effect design is started. Since the hold icon A10 is shifted to the changing icon display area 142, the hold icon A10 changes to the changing icon A10.

  When the effect symbol variation display (special symbol variation display) is being executed, a game ball enters the first start port 6, and a first special diagram hold is newly generated. In response to the occurrence of the special figure hold, the first start opening prize designation command is transmitted to the effect control board 102, and it is determined that the handshake meeting notice is executed in the start opening prize process, and the number of lines of the handshake meeting notice is two times. “When the prize is awarded, the color of the changing icon in the fourth special mode 21 → the first dialogue changes to green (fourth special mode 12) → the color of the changing icon in the second dialogue is red (the fourth It is assumed that an icon display mode scenario for previewing a handshake meeting with the effect content changing to the special mode 13) is selected.

  In this case, first, as shown in FIG. 89A, the hold icon A13 corresponding to the newly generated first special figure hold is displayed in the fourth special mode 21. At this time, as shown in FIG. 89 (b), the display mode of the changing icon A10 does not change, but the holding icons A11 and A12 corresponding to the preceding holding for the newly generated first special figure holding are the fourth special icons. While changing to the aspect 41, as shown in FIG. 89C, the handshake meeting venue AK appears in the vicinity of the changing icon display area 142 while being partially hidden in the effect EF1.

  When the handshake event notice is executed based on the occurrence of the first special figure hold, the hold icon A13 is displayed in the fourth special mode 21, and the hold icons A11 and A12 are displayed in the fourth special mode 41. However, a heart is attached to the chest portion of the silhouette of the person related to the hold icon A13 that is the subject of the handshake event notice so that the player can easily recognize the subject of the handshake event notice. .

  Then, as shown in FIG. 89 (d), when the effect EF1 is deleted, the handshake character C1 that performs the handshake according to the handshake meeting notice and the escort character C2 that escorts the handshake character C1 enter the handshake meeting place AK. Appear.

  Next, as shown in FIG. 90 (a), an effect symbol indicating a loss is stopped and the changing icon A10 is erased, and as shown in FIG. 90 (b), it corresponds to the hold icon A11. When the change display of the effect symbols to be started is started, the hold icons A11 to A13 are shifted to the changing icon display area 142 and the first display portions 141a and 141b, respectively. Here, since the hold icon A11 is shifted to the changing icon display area 142, the hold icon A11 is changed to the changing icon A11, and the display mode is changed from the fourth special mode 41 to the fourth special mode 31 with the shift. Change.

  As soon as the changing icon A11 is displayed in the changing icon display area 142, as shown in FIG. 90B, the silhouette of the person related to the changing icon A11 and the handshake character C1 shake hands. Here, since the changing icon A11 is not the target of the jackpot winning expectation degree related to the handshake meeting notice, the dialogue does not appear from the handshake character C1, and the display mode (color) of the changing icon A11 also changes. do not do.

  90 (b) and 90 (c), the hold icon A13 of the fourth special mode 21, the hold icon A12 of the fourth special mode 41 and the changing icon A11 of the fourth special mode 31 are displayed. In other words, when a game ball enters the first start port 6 while the handshake meeting notice suggestion effect is being executed, the hold icon A14 corresponding to the ball is displayed in a normal manner. The

  In the present embodiment, when it is determined that the handshake meeting notice is to be executed, this occurs when the ball enters the first start port 6 or the second start port 7 before the handshake meeting notice ends. This is because execution of the icon change notice is prohibited for the hold icon corresponding to the special figure hold. However, the icon display mode determined by permitting the execution of the icon change notice for the hold icon corresponding to the special figure hold generated by entering the first start port 6 or the like before the handshake meeting notice is finished. It is also possible to display the hold icon A14 in a predetermined special mode based on the scenario.

  As soon as the change display of the effect symbol corresponding to the changing icon A11 is finished, as shown in FIG. 90 (d), the guard character C2 performs an operation of checking the clock, and the change display of the effect design is finished. I suggest that. When the changing design symbols TZ1 to TZ3 start to stop, as shown in FIGS. 91 (a) to 91 (b), the escort character C2 performs an exit guidance operation on the changing icon A11. The handshake character C1 performs an action (bye-bye) to say goodbye to the changing icon A11, and the changing icon A11 is reduced as if leaving. As shown in FIG. 91 (c), when the effect symbols TZ1 to TZ3 are stopped and displayed, the changing icon A11 is completely erased, and the handshake character C1 and the escort character C2 return to the standby state.

  Next, as shown in FIG. 92 (a), the hold icon A13 that is the subject of the handshake meeting notice is shifted from the first display portion 141a to the changing icon display area 142, and the changing icon of the fourth special mode 11 is displayed. As soon as A13 is reached, the silhouette of the person related to the changing icon A13 and the handshake character C1 shake hands.

  As shown in FIG. 92 (a), when a game ball enters the first start port 6 while the handshake event is being announced, the hold icon A15 corresponding to the ball is displayed in the normal mode. Is done. In the present embodiment, when it is determined that the handshake meeting notice is to be executed, this occurs when the ball enters the first start port 6 or the second start port 7 before the handshake meeting notice ends. This is because execution of the icon change notice is prohibited for the hold icon corresponding to the special figure hold. However, the icon display mode determined by permitting the execution of the icon change notice for the hold icon corresponding to the special figure hold generated by entering the first start port 6 or the like before the handshake meeting notice is finished. It is also possible to display the hold icon A14 in a predetermined special mode based on the scenario.

  When the shaking icon A13 and the handshake character C1 in the fourth special mode 11 are shaken, as shown in FIG. 92 (b), the first dialogue appears from the handshake character C1, and FIG. 92 (c) As shown in FIG. 5, the changing icon color change effect is executed in which the color of the changing icon A13 gradually changes from the bottom (here, white to green). Then, as shown in FIG. 92 (d), when the color of the changing icon A13 is completely changed and the color change is successful, the changing icon A13 performs a guts pose and the change (promotion) of the color is successful. The translucent effect EF2 suggesting the success of the color change is displayed on the changing icon A13 so that the changing icon A13 is visible.

  Then, as shown in FIG. 93 (a), when the changing icon A13 continues shaking with the handshake character C1 in the color (here, green) after the change in the changing icon color change effect for the first time. 93 (b), the second dialogue appears from the handshake character C1, and the color of the changing icon A13 gradually changes from below (here, green to red). Skill production is performed. Then, as shown in FIG. 93 (c), when the color of the changing icon A13 is completely changed and the color change is successful, the changing icon A13 performs a guts pause again, and the change (promotion) of the color changes. Take action that suggests success.

  Here, as shown in FIG. 94A, the reach state is established, the escort character C2 performs an exit guidance operation on the changing icon A13, and the handshake character C1 is separated from the changing icon A13. When it is informed that the handshake meeting notice will end, a predetermined reach effect (for example, normal reach) is started, as shown in FIGS. 94 (b) to 94 (c). In addition, the handshake character C1 and the escort character C2 are erased with the execution of the development effect that develops into SP reach, and the display mode of the changing icon A13 displayed in the fourth special mode 13 is red, which is the color at that time. It changes to the 2nd special mode 13 common, a handshake meeting notice is complete | finished, and SP reach is started.

  As described above, the color of the changing icon (in a broad sense, the display mode) is gradually changed by the handshake meeting advance notice, and the changing icon color-changing effect indicating whether the color changes is performed. Thus, by displaying the color change process, it is possible to make the player pay attention to the change of the changing icon and easily recognize the change of the changing icon color.

  In the present embodiment, it is the color that changes as the target of the handshake meeting advance notice, but this change target is not limited to the color, and may be the size or shape of the changing icon. Furthermore, the change process can be displayed by appropriately combining a plurality of elements constituting the display mode of the changing icon such as color, size, and shape. When combining multiple elements appropriately, for example, the color changes at the first dialogue appearance, the size changes at the second dialogue appearance, and the shape changes at the third dialogue appearance. It is also possible to change the elements that change according to the order.

  Further, in this embodiment, the handshake event notice is performed based on the prior judgment result, but the jackpot judgment result, the special symbol judgment result, or the special figure fluctuation of the special figure judgment information subject to the handshake meeting notice. It is also possible to perform based on the pattern determination result.

  Furthermore, in the present embodiment, the handshake meeting notice is executed at the start of the change display of the production symbol, but the execution timing of the handshake meeting notice is not limited to this, and is appropriately set according to the contents of the production of the change effect. can do. Other execution timings for handshake meeting notices include temporary stop or re-variation of pseudo-reams, step-up of so-called step-up notices, development of predetermined cut-in notices, dialogue notices, character appearances, or super reach. It can be set as appropriate, for example, when the development effect is executed, when the reach state is established, or when a predetermined action effect is executed by the effect accessory device 17.

  In this embodiment, the handshake event notice is performed for the changing icon, but it can also be performed for the hold icon. In this case, for example, the handshake meeting place appears near any one of the first display part 141a to the fourth display part 141d, and is displayed on the first display part 141a to the fourth display part 141d where the handshake meeting place appears. A handshake event notice may be given to the hold icon, and the process of color change (change in display mode) may be displayed. In this case, the method of determining the content of the handshake meeting notice by the icon display mode scenario determination for the handshake meeting notice in this embodiment (steps S1307-4-7 to steps S1305-4-12, FIG. 55). The handshake meeting notice can be performed in the same manner as in FIG.

  Further, as another embodiment for performing the handshake meeting advance notice, for example, during the change display of the production symbol, the handshake character shakes all or some of the icons displayed at that time in order. Thus, the handshake meeting notice can be given to display the process of color change (change in display mode). In this case, for example, it can be performed by determining whether or not to execute the handshake meeting notice for any icon when the fluctuating effect is started, and determining the display mode after the change in execution. .

  In the present embodiment, while the icon color change (display mode change) process is displayed, the icon and the handshake character are shaking hands, in other words, the color change target icon. Although an action is being executed, some action is performed once or a plurality of times before the color change target icon changes color, and the color changes after the action ends (for example, a predetermined character appears on the target icon). The color of the target icon changes after the kiss is finished, and the color change can be made easier as the number of actions increases.

  In this embodiment, one to four dialogues appear for one handshake meeting notice, and one changing icon color change effect is performed with the appearance of one dialogue. The Therefore, the more lines that appear in a single handshake event notice, the more likely the color change will be, in other words, the higher the chance of winning a big hit (chance up). You can focus on the appearance of dialogue and improve the fun of the game. In addition, in one handshake event notice, even if the color change fails due to a certain changing icon color change effect, or even if the desired change does not occur, if the next line appears, the player's color Expectation for change (increased expectation of winning jackpot) can be maintained.

  In the present embodiment, one handshake event notice is executed in one variation effect (effect symbol variation display), but a plurality of handshake event notices in one variation effect (effect symbol variation display). Can also be executed. And the number of dialogues for each handshake meeting notice in this multiple handshake meeting notice is decided by scenario or independent lottery, and the more the number of lines appearing in multiple handshake meeting notices, the more successful the color change In other words, it is possible to increase the possibility that the expectation degree of winning a big hit will increase (chance up).

  In addition, the greater the number of dialogues, the greater the likelihood of a successful color change, which means that the action is performed on the icon for which the handshake event is being held, in other words, the icon subject to the handshake event. The longer the time is spent, the higher the chance of a successful color change. Therefore, it is possible to improve the interest of the game by making the player pay attention to the operation.

  In the present embodiment, the number of dialogues is attributed to the time during which the number of dialogues is shaken because the production content is that one or more dialogues appear while the handshake meeting notices once. However, for example, in one dialogue, it is possible to change the time during which the handshake is changed by the length of the words in one dialogue, with the production content that one or more words are uttered.

  In this embodiment, one to four dialogues appear for one handshake meeting notice, and one changing icon color change effect is performed with the appearance of one dialogue. The Therefore, the greater the number of dialogues that appear in a single handshake meeting notice, the higher the likelihood of successful color change, in other words, the higher the chance of winning a jackpot.

  Further, in the present embodiment, the appearing handshake meeting venue AK, the handshake character C1 and the escort character C2 are set to one type, but a plurality of types are set respectively, and the number of dialogues ( The number of steps for the handshake meeting notice), the time during which the handshake is given (direction time for the handshake meeting notice), and the expected level of success of the color change can be made different.

  Furthermore, in the present embodiment, the first dialogue content, the second dialogue content, the third dialogue content, and the fourth dialogue content in the handshake meeting notice are set differently, and each dialogue content is set. Is set to one type. Here, a plurality of dialogue contents are set for each time, and the expected degree of color change success can be varied depending on the dialogue contents. It is also possible to set the content of dialogue depending on the type of handshake character. Further, the handshake character can be selected by the player by operating the selection button 19A and the effect button 18A in a preset period such as a waiting state for customers.

(Throwing kiss notice)
Next, the throwing kiss notice will be described. The throwing kiss notice is composed of a pending icon change notice and / or a changing icon change notice, and the jackpot corresponding to the changing icon is changed by changing the display mode of the icon by a throwing kiss (a motion of flying a heart) by a predetermined character. It is a notice effect of whether or not to improve the jackpot winning expectation degree of judgment (special symbol lottery) (so-called chance up or not), and is a kind of pre-reading notice made based on the result of prior judgment (hold icon) When it is executed by the change notice and the icon change notice during change, it can be called a continuous notice effect). First, an effect flow of throwing kiss notice will be described with reference to FIG.

  When the throwing kiss notice is started, a predetermined character first appears at a predetermined position on the display unit 140. In the present embodiment, the throwing kiss notice is executed with the start of the change display (change effect) of the effect symbol.

  The appearing character performs a throwing kiss for flying a heart toward any icon (holding icon or changing icon) that has already been displayed, or leaves without displaying the throwing kiss and disappears from the display unit 140. When the character leaves and disappears from the display unit 140, the throwing kiss notice ends.

  When a character performs a throwing kiss, a heart hits the icon that is the target of the throwing kiss, and a predetermined effect is generated on the changing icon. If the display mode of the icon changes after the effect disappears, the character disappears after performing an action corresponding to the successful change of the display mode.

  On the other hand, if the icon display mode has not changed after the effect has disappeared, the character disappears after performing an action corresponding to the failure of the display mode change.

  Next, the manner in which the throwing kiss notice is executed after the hold icon that is the subject of the throwing kiss notice changes to the special mode will be described with reference to FIGS. For example, as shown in FIG. 95 (a), the normal-type hold icon A21 is displayed on the first display portion 141a of the first hold-icon display area 141, and the normal-type hold icon A20 is displayed in the changing icon display area 142. It is assumed that the change display (change effect) of the effect symbol is performed when displayed.

  Then, a game ball enters the first start port 6 and a new first special figure hold is generated, and a first start port winning designation command is generated according to the occurrence of the first special figure hold. It is determined that the throwing kiss notice is determined to be executed in the start opening prize process, and the throwing kiss notice is determined as the scenario 93.

  In this case, as shown in FIG. 95 (b), the hold icon A22 corresponding to the newly generated first special figure hold is displayed in the normal manner, and then the effect symbol indicating the loss is stopped and displayed. At the same time, the changing icon A20 is deleted.

  Next, as shown in FIG. 95 (c), when the change display of the effect symbol is started, the hold icons A21 to A22 are shifted to the changing icon display area 142 and the first display unit 141a, respectively. Here, since the hold icon A21 shifts to the changing icon display area 142, the hold icon A21 changes to the changing icon A21. In addition, the display mode of the hold icon A22 changes to the second special mode 13 (red) in accordance with the shift to the first display unit 141a.

  Then, a game ball enters the first start port 6 and a new first special figure hold is generated, and a first start port winning designation command is generated according to the occurrence of the first special figure hold. Suppose that it is determined that the throwing kiss notice is not executed in the start-up winning time process.

  In this case, first, as shown in FIG. 96 (a), the hold icon A23 corresponding to the newly generated first special figure hold is displayed in the normal mode, and thereafter, the stop display of the effect symbol indicating the loss is displayed. At the same time, the changing icon A21 is deleted.

  Next, as shown in FIG. 96 (b), when the change display of the effect symbol is started, the hold icons A22 to A23 are shifted to the changing icon display area 142 and the first display portion 141a, respectively, and the throwing kiss is notified. Such a character C3 appears and the changing icon change notice is started. Here, since the hold icon A22 shifts to the changing icon display area, the hold icon A22 changes to the changing icon A22, and the display form changes from the second special form 13 (red) to the second special form in accordance with the shift. It changes to 14 (zebra pattern).

  Next, as shown in FIG. 96 (c), the character C3 performs a throwing kiss to fly the heart HT toward a predetermined icon. The icon to which the heart HT is skipped is determined by the normal icon display mode scenario indicated by the normal icon display mode scenario data stored in the effect information hold storage area of the sub RAM 102c. Suppose the heart HT is skipped.

  As shown in FIG. 97 (a), when the heart HT hits the changing icon A20, a predetermined effect is superimposed on the changing icon A20 so that the changing icon A20 is difficult to see or cannot be seen. (Not shown).

  Thereafter, when the predetermined effect is deleted, as shown in FIG. 97 (b), the display mode of the changing icon A22 changes from the second special mode 14 to the second special mode 15 (rainbow), and “power Up 20% "is displayed in the vicinity of the changing icon A22 that is the subject of the throwing kiss notice, and the changing icon is displayed from the audio output device 15. A sound for notifying the change of the mode is output (for example, “power-up” is generated by the voice of the character C3), and the lighting device 16 for the lighting performs the lighting effect in a mode dedicated to the change. In the present embodiment, change notification image HG is composed of an image including the text “power-up”, but the display mode is not limited to this and can be set as appropriate.

  The character C3 is erased as shown in FIG. 97 (c) after performing an action corresponding to the successful change of the display mode (in FIG. 97 (b), an action of spreading both hands with a smile). .

  Next, the throwing kiss notice will be described using another specific example. For example, as shown in FIG. 98 (a), when normal-type (white) hold icons A30 and A31 are displayed on the first display portion 141a and the second display portion 141b of the first hold icon display area 141. Suppose that the effect symbol indicating the loss is stopped.

  As shown in FIG. 98B, the hold icons A30 and A31 displayed on the first display unit 141a and the second display unit 141b are shifted to the changing icon display region 142 and the first display unit 141a, respectively. At the same time, when the effect symbol variation display is started, the character C3 related to the throwing kiss notice appears. Since the hold icon A30 is shifted to the changing icon display area 142, the hold icon A30 changes to the changing icon A30.

  Next, as shown in FIG. 98 (c), the character C3 performs a throwing kiss to fly the heart HT toward a predetermined icon. Here, it is assumed that the heart HT is skipped toward the changing icon A30.

  As shown in FIG. 99 (a), when the heart HT hits the changing icon A30, a predetermined effect is superimposed on the changing icon A30 so that the changing icon A30 is difficult to see or cannot be seen. (Not shown).

  Thereafter, when the predetermined effect is deleted, as shown in FIG. 99 (b), the display mode of the changing icon A30 is changed to the second special mode 11 (white), and the audio output device 15 A sound for notifying the change is output (for example, “power-up” is generated by the voice of the character C3), and the lighting device 16 for lighting performs a lighting effect in a mode dedicated to the change.

  Then, the character C3 is erased as shown in FIG. 99 (c) after performing an action corresponding to the successful change of the display mode.

  As described above, when the changing icon changes due to the throwing kiss notice, the display of the change notification image B by the image display device 14, the occurrence of “power up” by the audio output device 15, and the effect lighting device 16 Since it is notified that the changing icon has changed by the lighting effect in a mode dedicated to the change, the player can easily recognize that the changing icon has changed.

  In the present embodiment, in addition to the change notification image B, it is notified that the changing icon is changed by the character C3 performing a successful action in accordance with the change of the changing icon. In this way, since it is notified that the changing icon has changed between the shape and the character, it is easy for the player to understand that the changing icon has changed.

  In the present embodiment, the image display device 14, the audio output device 15, and the effect lighting device 16 notify that the changing icon has changed, but the notification is a part of these various effect devices ( For example, any one or any two of the image display device 14, the audio output device 15, and the effect lighting device 16 may be used.

  Furthermore, in FIGS. 95 to 99, specific examples in which the throwing kiss notice is performed for the changing icon have been described. However, the throwing kiss notice and the change in the display mode of the icon are similarly applied to the hold icon. Is executed.

  Further, in the present embodiment, the notification of the change in the icon display mode is performed only when the icon shape does not change but the icon color changes, but the display mode also changes when the icon shape changes. It is also possible to notify the change. This makes it possible for the player to easily recognize the change in the icon display mode, and to suppress the reduction in the effect due to the change in the icon display mode.

  Furthermore, in the present embodiment, “power up 20%” is displayed in the change notification image B, but this “20%” portion is based on the display mode before the change and the display mode after the change. It can also be made selectable. Further, based on the display mode before the change and the display mode after the change, the color and size of the change notification image B can be changed instead of the “20%” portion.

  Further, the notification of the change of the icon display mode is not limited to the present embodiment, and can be set as appropriate. Furthermore, in the present embodiment, the notification of the change in the icon display mode is performed for the change in the icon display mode performed through the action of throwing kiss by the character C3. For example, it can also be performed for a change in the display mode of the icon suddenly performed when the icon is shifted.

  Further, in this embodiment, the throwing kiss notice is performed based on the prior judgment result, but the jackpot judgment result, the special symbol judgment result, or the special figure variation of the special figure judgment information subject to the throwing kiss notice. It is also possible to perform based on the pattern determination result.

  Further, in this embodiment, the throwing kiss notice is executed at the start of the change display of the effect symbol, but the execution timing of the throwing kiss notice is not limited to this, and is appropriately set according to the effect contents of the changing effect. can do. Other execution timings for throwing kiss notices include temporary stop or re-variation of pseudo-reams, step-up of so-called step-up notices, development of predetermined cut-in notices, dialog notices, appearance of characters, or super reach. It can be set as appropriate for execution of the development effect, when the reach state is established, a predetermined operation effect by the effect accessory device 17, and the like.

  In the present embodiment, one heart is thrown toward one icon in one throwing kiss notice, and a notice is made as to whether or not the display mode changes once for one icon. However, with a single throwing kiss notice, multiple hearts will be blown toward one icon at the same time or at predetermined time intervals, and a notice will be given as to whether the display mode will change multiple times for one icon. May be performed. In this case, every time the icon display mode changes, it is also possible to notify the change of the icon display mode, and in response to one throwing kiss notice (after the last heart is skipped). ) It is also possible to collectively notify the change of the icon display mode once.

  Furthermore, it is also possible to make a notice as to whether or not the display mode changes for a plurality of icons by skipping a heart toward a plurality of icons in one throwing kiss notice. In this case, it is also possible to perform notification of changes in the icon display mode for all icons whose display mode has changed, and icon display modes for some icons whose display mode has changed. It is also possible to notify the change.

(Pre-reading zone production, zone production production and zone sign production)
Next, the pre-read zone effect, the zone turn effect, and the zone precursor effect will be described. The pre-reading zone effect is a notice effect that suggests the degree of expectation of winning the jackpot winning over one or more variable effects, and the zone hit effect is a notice effect that tells whether or not the look-ahead zone effect is executed, The special symbol is used in the variation display and stop display of the effect symbol. The zone precursor effect is a notice effect for suggesting or notifying execution of the pre-read zone effect, and is performed by displaying an icon in a pre-read zone effect notifying mode or a pre-read zone effect suggesting mode. In this embodiment, the look-ahead zone effect, the zone turn effect, and the zone sign effect are executed in the change effect in the effect mode A, and the look-ahead notice (continuous) is performed based on the pre-determination result indicated by the start opening prize designation command. Is a kind of notice effect). First, an overview of the prefetch zone effect, the zone turn effect, and the zone precursor effect will be described with reference to FIG.

  In the present embodiment, as shown in FIG. 87 (a-1), when the zone-turning success effect is executed in the effect symbol variation display (variation effect), when the next effect symbol variation display starts. The pre-read zone production starts. On the other hand, as shown in FIG. 87 (a-2), when the zone turning failure effect is executed in the variation display of the effect symbol (variation effect), the pre-read zone from the start of the variation display of the next effect symbol. Production is not executed.

  Here, when the zone-turning success effect is executed, as shown in FIG. 87 (b-1), when the effect symbol variation display is being performed, the left symbol of the left area of the display unit 140 is first displayed. The “prefetch” symbol is stopped, and then the “zone” symbol is stopped as the right symbol of the right side area of the display unit 140 to suggest execution of the prefetch zone effect. Finally, the middle symbol of the central region of the display unit 140 is displayed. As the “rush” symbol stops. As described above, when all the special symbols (“prefetch” symbol, “zone” symbol, and “stop” symbol) set in advance are stopped, the “special symbol alignment” is performed, and the prefetch zone effect is executed. Informed.

  On the other hand, when the zone turning failure production 1 is executed as the zone turning failure production, as shown in FIG. The “read-ahead” symbol stops, then the “zone” symbol stops as the right symbol, and the “entry” symbol stops as the middle symbol at the end. The normal effect symbol determined by the normal effect symbol stop display pattern determination in step S1309-3 stops as the middle symbol. As described above, when only a part of the special symbols set in advance is stopped, “special symbols are not aligned”, and it is notified that the prefetch zone effect is not executed.

  In addition, when a special symbol appears as a zone turning effect, the normal effect symbols TZ1 to TZ3 displayed so far may be displayed in a reduced state in the upper right part of the display unit 140, for example. For example, if a special symbol appears while a normal effect symbol is displayed in a variable manner, the reduced normal effect symbols TZ1 to TZ3 are displayed in a variable manner in the upper right portion of the display unit 140. Then, when the variable display is finished and special symbol alignment or special symbol irregularity is performed, the same stop time (0.8 seconds in the present embodiment) as in the normal case is displayed in the upper right part of the display unit 140, The reduced normal effect symbols TZ1 to TZ3 (effect symbols indicating a loss) are stopped and displayed. Furthermore, when the special symbol alignment or special symbol irregularity ends and a new variation display is started, the special symbol is deleted and the normal production symbols TZ1 to TZ3 are displayed while returning to the original size. It moves to the normal position in the part 140, and the variation display of the effect design is performed as usual.

  Next, with reference to FIGS. 87 (c-1) and 87 (c-2), the change in size of the changing icon that is performed in accordance with the zone turning effect will be described. In the present embodiment, the size of the changing icon increases in accordance with the stoppage of the special symbol performed as the zone turning effect.

  In the zone production success production, the size of the changing icon is increased by one step according to the stop of the “look ahead” symbol, and the size of the changing icon is further increased by one step according to the stop of the “zone” symbol. As the “rush” symbol stops, the size of the changing icon is further increased by one level to become the third level. When the zone-turning success effect is finished and the pre-reading zone effect is executed, the changing icon is maintained at the third size.

  On the other hand, in zone turning failure production 1, the size of the changing icon increases by one step according to the stop of the “look ahead” symbol, and the size of the changing icon increases by one step according to the stop of the “zone” symbol. In the second stage, the size of the changing icon returns to the original normal size due to the slip of the “rush” symbol.

  In this way, by gradually increasing the size of the changing icon that is easily noticed by the player, a sense of expectation for the pre-reading zone effect can be enhanced.

  Next, specific examples of the prefetch zone effect, the zone sign effect, and the zone turn effect will be described. Here, when the number of the first special figure hold is “2”, a game ball enters the first start port 6 and a new first special figure hold is generated, and the first special figure hold is generated. Accordingly, the first start opening winning designation command is transmitted to the effect control board 102, and in the start opening winning process, the lookahead zone effect scenario No. “6” shown in FIG. 50 and the prelude effect scenario “14” shown in FIG. 3 ”and the icon display mode scenario“ 8 ”shown in FIG. 53 will be described.

  As shown to Fig.100 (a), when the hold icon A40-A42 of a normal mode is displayed on the 1st display part 141a-the 3rd display part 141b of the 1st hold icon display area 141, the effect which shows a loss When the symbol stop display is performed, the changing icon displayed in the changing icon display area 142 is deleted.

  Next, as shown in FIG. 100 (b), when it comes to the start timing of the change display of the special symbol corresponding to the hold icon A40, the hold icons A40 to A42 are changed to the changing icon display area 142, the first display unit 141a, While shifting to the 2nd display part 141b, the change display of an effect design is started. Since the hold icon A40 is shifted to the changing icon display area 142, the hold icon A40 changes to the changing icon A40.

  Then, when the variation display of the effect symbol (variation effect) is being executed, a game ball enters the first start port 6, and a first special figure hold is newly generated, and the first special figure hold In response to the occurrence of the first start opening prize designation command is transmitted to the effect control board 102, and in the start opening winning time process, the pre-read zone effect scenario No “6” shown in FIG. 50 and the prelude effect scenario “14” shown in FIG. -3 ”is selected.

  In this case, first, as shown in FIG. 100 (c), the hold icon A43 corresponding to the newly generated first special figure hold is displayed in the third special mode 41 and shown in FIG. 100 (d). As described above, the hold icons A41 and A42 and the changing icon A40 corresponding to the preceding hold for the newly generated first special figure hold change to the third special mode 41 (corresponding to the hold icon change notice).

  Next, as shown in FIG. 101 (a), when the change display of the effect symbol started in FIG. 100 (b) is stopped and displayed with the effect symbol indicating the loss, as shown in FIG. 101 (b), The changing icon A40 is deleted.

  Next, as shown in FIG. 101 (c), when the change display of the production symbol corresponding to the hold icon A41 is started, the hold icons A41 to A43 are changed to the changing icon display area 142, the first display unit, respectively. The display mode of the icon A43, which is the execution target of the pre-read zone effect, is changed to the third special mode 21 (pre-read zone effect suggestion mode 2) and the pre-read zone effect is not executed. The display modes of the icons A41 and A42 are changed to the third special mode 51 (prefetch zone effect suggesting mode 2). Since the hold icon A41 is shifted to the changing icon display area 142, the hold icon A41 changes to the changing icon A41.

  Here, when a game ball enters the first starting port 6, since the icon is already displayed in the pre-read zone effect suggestion mode 2, as shown in FIG. 101 (c), the hold icon ( The zone effect non-target icon) A44 is displayed on the third display unit 141c in the same pre-read zone effect suggesting mode 2.

  Next, as shown in FIG. 102 (a), the change display of the effect design corresponding to the changing icon A41 is the effect design immediately before the change display of the effect design corresponding to the icon A43 which is the zone effect target icon. Since it is a variable display, the zone turning effect is executed during the variable display of the effect symbol.

  Here, since the zone-rolling effect is determined to be a zone-rolling success effect, as shown in FIGS. 102 (a) to 102 (c), as the zone-rolling effect, a “look ahead” symbol, a “zone” symbol, In addition, it is notified that the “rushing” symbols are temporarily stopped in order and the pre-read zone effect is executed. Here, the size of the changing icon A42 gradually increases in accordance with the stop of the “look ahead” symbol, the stop of the “zone” symbol, and the stop of the “rush” symbol.

  Next, as shown in FIG. 103 (a), when the change display of the effect symbols started in FIG. 101 (c) is completely stopped and displayed with the special symbols aligned, the changing icon A41 is deleted. The In addition, you may make it stop-display sequentially in the state which reduced the normal production | presentation symbol to the position of the upper right part of the display part 140 of the image display apparatus 14 corresponding to each stop display of three special symbols. It will be a combination of production patterns that will be lost.

  Next, as shown in FIG. 103 (b), when the change display of the effect symbol corresponding to the hold icon A42 is started, a prefetch zone background image HK indicating the prefetch zone is displayed, and the BGM and illumination mode are displayed. Is switched from the effect mode A to the one dedicated to the prefetch zone effect, and the prefetch zone effect (corresponding to the continuous notice effect) is started. In other words, the hold icon change notice and the continuous notice effect are shifted from the start time, but the execution time is overlapped.

  In addition, each of the hold icons A42 to A44 is shifted to the changing icon display area 142, the first display unit 141a, and the second display unit 141b. Here, since the hold icon A42 is shifted to the changing icon display area 142, the hold icon A42 changes to the changing icon A42.

  Furthermore, the display mode of the hold icon A43, which is the execution target of the prefetch zone effect, is changed to the third special mode 31 (prefetch zone effect notification mode), and the changing icon A42 and the hold icon A44, which are not executed for the prefetch zone effect, are displayed. Changes to the third special mode 61 (prefetch zone effect notification mode). The size of the changing icon A42 is the same as that in the third stage.

  Here, when a game ball enters the first starting port 6, since the icon is already displayed in the pre-read zone effect notification mode, as shown in FIG. The production non-target icon) A45 is displayed on the third display unit 141c in the same prefetch zone production notification mode 6.

  Then, as shown in FIG. 103 (c), when the change display of the effect symbol started in FIG. 103 (b) is stopped and displayed with the effect symbol indicating the loss, it is displayed in the changing icon display area 142. The changing icon A42 of the third special mode 31 is deleted.

  Next, as shown in FIG. 104 (a), when the change display (change effect) of the effect symbol corresponding to the hold icon A43 related to the start opening winning designation command that has generated the prefetch zone effect is started, the hold icon Each of A43 to A45 shifts to the changing icon display area 142, the first display unit 141a, and the second display unit 141b, and the prefetch zone effect continues. Since the hold icon A43 is shifted to the changing icon display area 142, the hold icon A43 is changed to the changing icon A43.

  Next, as shown in FIG. 104 (b), when the effect symbols TZ1 and TZ3 are temporarily stopped and the reach state is established in the effect symbol change display, the display state of the changing icon A43 is changed to the third special feature 33. As a result, the color of the main silhouette portion turns red, and the pre-reading zone effect continues.

  Next, as shown in FIG. 105 (a), when it develops to a predetermined super reach effect (for example, SP reach), the hold icons A44 and A45 that have been displayed immediately before are hidden, and the changing icon A43 is displayed. Changes to the third special mode 34, the color of the main silhouette portion becomes a zebra pattern, and the pre-read zone effect ends.

  Next, as shown in FIG. 105 (b), when the stop symbol of the effect symbol (“7” set) indicating the jackpot winning is performed, the silhouettes of the seven people related to the changing icon A43 are notified of the jackpot winning notification. As an action, raise your hands and express your joy.

  As described above, when the prefetch zone effect is executed, before the prefetch zone effect is executed, the zone sign effect that suggests the execution of the prefetch zone effect is made by changing the icon display mode to the prefetch zone effect suggestion mode. Is done. Here, in the prefetch zone effect suggestion mode, the prefetch zone effect suggestion mode 1 (the third special mode 1, the third special mode 4) and the expectation for the execution of the prefetch zone effect are higher than the prefetch zone effect suggestion mode 1. A pre-read zone effect suggesting mode 2 (third special mode 2 and third special mode 5) is provided. In the following description, the zone precursor effect according to the pre-read zone effect suggestion mode 1 is referred to as “zone precursor effect 1”, and the zone precursor effect according to the pre-read zone effect suggestion mode 2 is referred to as “zone precursor effect 2”.

  The pre-read zone effect suggestion mode 1 is a dedicated icon display mode for the zone sign effect 1, and the letter “? Zone?” Is added as the icon display mode, and the number of people silhouettes is three. In addition, the pre-read zone effect suggestion mode 2 is also a dedicated icon display mode for the zone sign effect 2, and the letter “Δ zone Δ” is added as the icon display mode, and the number of people silhouettes is composed of five people. Yes. Therefore, the player suggests that the prefetch zone effect is executed by looking at the icons (the hold icon and the changing icon) displayed in the prefetch zone effect suggestion mode 1 or the prefetch zone effect suggestion mode 2. Since it is possible to easily recognize that the sign effect is being executed, it is possible to prevent a decrease in effect.

  When the pre-reading zone is being executed, the display mode of the icon is changed to the pre-reading zone effect informing mode (third special mode 3 and third special mode 6) to notify that the pre-reading zone effect is being executed. A zone notification effect is performed.

  The pre-read zone effect informing mode is an icon display mode dedicated to the zone informing effect, and the letter “○ zone ○” is added as the icon display mode, and the number of people silhouettes is composed of seven people. Therefore, the player can easily recognize that the zone notification effect is being executed by looking at the icons (the hold icon and the changing icon) displayed in the pre-read zone effect notification mode. Decrease in effect can be prevented.

  In addition, zone sign effects 1 and 2 and zone notification effects are provided as effects indicating the pre-read zone execution expectation, and the pre-read zone execution expectation indicated by each effect is the zone sign effect 1 <zone sign effect 2 <zone. It is a notice production. Since the icon display mode related to the zone sign effect 1, the icon display mode related to the zone sign effect 2, and the icon display mode related to the zone notification effect are different from each other, the player can easily set the prefetch zone execution expectation degree. Can be recognized.

  In the present embodiment, there is one type of prefetch zone effect, but it is also possible to provide a plurality of types of prefetch zone effects with different jackpot winning expectations. In this case, a first look-ahead zone effect and a second look-ahead zone effect that has a higher win-winning expectation than the first look-ahead zone effect are provided, and the second look-ahead zone effect passes through the first look-ahead zone effect. Thus, there may be a case where the first prefetch zone effect is executed in an expansive manner and a case where the first prefetch zone effect is executed without going through the first prefetch zone effect. The type of the pre-read zone effect to be executed can be suggested by the type of the zone sign effect.

  The icons according to the third special aspect are the same regardless of the type of the shape of the main silhouette portion, but the color of the main silhouette portion differs depending on the type, and the jackpot winning expectation differs depending on the color. In addition, the icons related to the third special mode differ depending on the type of characters attached to the number of people in the sub-silhouette part (“? Zone?”, “△ Zone △”, “○ Zone ○”). The icons according to the third special mode have different look-ahead execution expectation levels depending on the number of people in the sub-silhouette portion and the attached characters.

  Therefore, when the pre-read zone suggestion effect and the pre-read zone notification effect are being executed, if the player pays attention to the display mode of the icon, the player can recognize not only the pre-read zone execution expectation but also the big win winning expectation. Therefore, the interest of the game is improved.

  In the present embodiment, the elements constituting the third special modes 1 to 6 indicate the prefetching execution expectation degree and the jackpot winning expectation degree, but the suggested contents are not limited to this and should be set appropriately. Can do. For example, the degree of expectation that a specific effect such as SP reach, SPSP reach, or pseudo-ream will be executed depending on the elements constituting the third special modes 1 to 6, and a specific type of jackpot such as a probable jackpot or long hit is executed. It can also be used to suggest expected expectations.

  Furthermore, the prefetching execution expectation degree and the jackpot winning expectation degree are suggested or notified by the display mode of the icon, but these suggestions or notifications are not the display mode of the icon, for example, the display mode of the effect design or the effect for the effect It can also be performed by other specific effects such as the operating mode of the movable portion 17A of the device 17. In addition, although the zone sign effect is performed on the icon, it can also be performed using other images such as a background image and effect symbols displayed on the display unit 140. Further, the zone sign effect can be performed not by the image display device 14 but by using other effect devices such as the audio output device 15, the effect lighting device 16, and the effect accessory device 17.

Further, the number of contents to be suggested is not limited to the embodiment depending on the elements constituting the icon display mode, and can be set as appropriate. In addition, the icon shape, size, operation mode, and the like can be appropriately set as elements constituting the icon display mode that suggests a predetermined matter.
In the present embodiment, the pre-read zone effect, the zone precursor effect, and the zone notification effect are performed based on the prior determination result, but the special figure determination information that is the target of the pre-read zone effect, the zone precursor effect, and the zone notification effect. It is also possible to make a determination based on the jackpot determination result, the special symbol determination result, or the special symbol fluctuation pattern determination result.

  Furthermore, in this embodiment, the prefetch zone effect is executed at the start of the variation display of the effect symbol, and the zone precursor effect and the zone notification effect are executed at the time of winning or holding shift, the execution timing of these effects is It is not restricted to this, It can set suitably according to the production content of a fluctuation production. Other execution timings of these effects include, for example, temporary stop or re-variation in a pseudo-ream, so-called step-up notice step-up, predetermined cut-in notice, dialogue notice, character appearance, or super reach It is possible to appropriately set a predetermined operation effect or the like by the effect accessory device 17 when executing the development effect to be performed, when the reach state is established.

  In this embodiment, when the pre-reading zone effect is started, the zone turning success effect is always executed before the start of the pre-reading zone effect. The pre-reading zone effect may be executed suddenly at the start of or during the start of re-variable display in the effect.

  By the way, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2012-083892), when a game ball enters the starting port while a special symbol is being displayed, determination information is displayed. Stored as reserved data, and based on the stored reserved data, before the special symbol determination based on the reserved data is performed, the determination result of the special symbol determination performed based on the reserved data is “execute special game If the result of the pre-determination is “execute special game”, the display mode is changed from the normal normal performance mode to a specific special symbol stop display. Is set to a specific performance mode that is higher than the normal performance mode, but the player may not be aware that there is a possibility of setting the specific performance mode. There is a problem in that.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, after the game medium (game ball or the like) passes through the start area (the first start port 6 or the second start port 7), Based on the establishment of the variable display start condition of the symbol (special symbol), the predetermined symbol display unit (special symbol display device) displays the symbol variation, stops the symbol variation display, and performs a specific display. When the symbol is stopped and displayed, the game machine executes a special game (bonus game) advantageous to the player, and the determination information (special map determination information) is based on the fact that the game medium has passed the start area. And a predetermined upper limit number (for example, 4) for the variation display of the symbols for which the start condition of the variation display of the symbols has not yet been satisfied, although the game medium has passed the start area, In addition, the determination information acquisition hand The special game is stored on the basis of the hold memory stored in the hold storage means when the start condition for the variable display of the symbol is satisfied, and the hold storage means for storing the determination information acquired by Determining means for determining whether or not to execute, when the determination by the determining means is performed, effect control means for executing a notification effect (variation effect) for notifying the determination result, and notification by the effect control means An effect mode setting means capable of setting a specific effect mode (prefetch zone effect) having a higher expectation of executing the special game than an effect mode (for example, effect mode A) as the effect mode of the effect, and the effect When setting to the specific effect mode by the mode setting means, the sign effect suggesting the setting of the specific effect mode before being set to the specific effect mode Foreplay effect execution means for executing zone sign effect), and when the foreplay effect is executed, a foreplay effect execution notification indicating that the foreplay effect is being executed (display of an icon in a pre-read zone effect suggestion mode) A warning effect execution informing means for performing.

  By doing in this way, it can be suggested that the indication effect is performed and it can be made easy to notice that there is a possibility of being set to the specific effect mode.

  In addition, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2012-083892), when a game ball enters the starting port while a special symbol is being displayed, determination information is displayed. Stored as reserved data, and based on the stored reserved data, before the special symbol determination based on the reserved data is performed, the determination result of the special symbol determination performed based on the reserved data is “execute special game If the result of the pre-determination is “execute special game”, the display mode is changed from the normal normal performance mode to a specific special symbol stop display. Is set to a specific performance mode that is higher than the normal performance mode, but the player cannot recognize the expectation level set to the specific performance mode There was.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, after the game medium (game ball or the like) passes through the start area (the first start port 6 or the second start port 7), Based on the establishment of the variable display start condition of the symbol (special symbol), the predetermined symbol display unit (special symbol display device) displays the symbol variation, stops the symbol variation display, and performs a specific display. When the symbol is stopped and displayed, the game machine executes a special game (bonus game) advantageous to the player, and the determination information (special map determination information) is based on the fact that the game medium has passed the start area. And a predetermined upper limit number (for example, 4) for the variation display of the symbols for which the start condition of the variation display of the symbols has not yet been satisfied, although the game medium has passed the start area, In addition, the determination information acquisition hand The special game is stored on the basis of the hold memory stored in the hold storage means when the start condition for the variable display of the symbol is satisfied, and the hold storage means for storing the determination information acquired by Determining means for determining whether or not to execute, when the determination by the determining means is performed, effect control means for executing a notification effect (variation effect) for notifying the determination result, and notification by the effect control means An effect mode setting means capable of setting a specific effect mode (prefetch zone effect) having a higher expectation of executing the special game than an effect mode (for example, effect mode A) as the effect mode of the effect, and the effect When setting to the specific effect mode by the mode setting means, the sign effect suggesting the setting of the specific effect mode before being set to the specific effect mode Foreplay effect execution means for executing zone sign effect), and when the foreplay effect is executed, a foreplay effect execution notification indicating that the foreplay effect is being executed (display of an icon in a pre-read zone effect suggestion mode) A warning effect execution notification means for performing the notification, and there are a plurality of notification modes of the warning effect execution notification, and the notification mode of the warning effect execution notification of the plurality of types has a degree of expectation that the specific effect mode is set. A first predictive effect execution notification mode (prefetch zone effect suggestion mode 1) indicating the first expectation level and a second expectation level in which the expectation level for setting the specific effect mode is higher than the first expectation level. A second precursor effect execution notification mode (prefetch zone effect suggestion mode 2) indicating that there is a certain event is included.

  By doing in this way, it becomes possible to make a player recognize the expectation degree set to specific production mode.

  In addition, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2012-083892), when a game ball enters the starting port while a special symbol is being displayed, determination information is displayed. When the hold data is stored, the hold image corresponding to the hold data is displayed in a predetermined area of the image display device. In addition, based on the stored hold data, before the special symbol determination based on the hold data is performed, the determination result of the special symbol determination performed based on the hold data is “execute special game”. Whether the special game is executed by changing the display mode of the hold image to a special display mode different from the normal display mode based on the determination result of the preliminary determination. The degree of expectation that the special game will be executed is based on the judgment result of the pre-judgment for the variation effect performed corresponding to the variation display of the special symbol. The high specific effect mode may be set, but the expectation degree set in the specific effect mode by the specific effect effect mode indicating the expectation degree that the special game such as the display of the hold image will be executed. Because 唆又 is not informed, the player has a problem that it is impossible to recognize the degree of expectation to be set to a specific effect mode by directing aspects of a particular effect.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, after the game medium (game ball or the like) passes through the start area (the first start port 6 or the second start port 7), Based on the establishment of the variable display start condition of the symbol (special symbol), the predetermined symbol display unit (special symbol display device) displays the symbol variation, stops the symbol variation display, and performs a specific display. When the symbol is stopped and displayed, the game machine executes a special game (bonus game) advantageous to the player, and the determination information (special map determination information) is based on the fact that the game medium has passed the start area. And a predetermined upper limit number (for example, 4) for the variation display of the symbols for which the start condition of the variation display of the symbols has not yet been satisfied, although the game medium has passed the start area, In addition, the determination information acquisition hand The special game is stored on the basis of the hold memory stored in the hold storage means when the start condition for the variable display of the symbol is satisfied, and the hold storage means for storing the determination information acquired by Determining means for determining whether or not to execute, when the determination by the determining means is performed, effect control means for executing a notification effect (variation effect) for notifying the determination result, and notification by the effect control means Production mode setting means capable of setting a specific production mode (prefetch zone production) that has a higher expectation of executing the special game than the normal production mode (eg, production mode A) Specific effect execution means for executing a specific effect (display of an icon) indicating the predetermined item, and the specific effect is a degree of expectation for executing the special game A first specific effect indicated, the specific effect mode is adapted to a second specific effect indicating the expectation of being set.

  By doing in this way, it becomes possible to recognize the expectation degree set to specific production mode by the production mode of specific production.

  Also, with conventional gaming machines (for example, gaming machines described in Japanese Patent Application Laid-Open No. 2014-195682), special symbols are variably displayed based on the determination result of whether or not to execute a special game advantageous to the player. When the result of the variable display becomes a predetermined special result, a special game advantageous to the player can be executed. In such a gaming machine, the interest of the game is enhanced by performing a variation effect in which the effect symbol is variably displayed according to any of a plurality of variation patterns by the image display means so as to correspond to the variation display of the special symbol. There is something. However, in the gaming machine described in the above-mentioned patent document, there is a problem that there is room for improvement in the variation effect, and there is a lack of interest in gaming.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, a determination unit that determines whether or not to execute a special game (big hit game) advantageous to a player, A special display advantageous to the player when the result of the variable display becomes a predetermined special result (a jackpot special symbol). In the gaming machine capable of executing the above-mentioned, it is provided with effect control means (effect control board 102, lamp control board 104, image control board 105, etc.) for executing the change effect for producing the change display, (Variation effect pattern) includes a non-specific effect mode that does not execute a specific effect (SP / SPSP reach effect) that is expected to produce the special result, and a special effect that executes the specific effect. The specific effect mode includes a transition effect from a sign effect period (pre-read zone effect or story effect execution period) in which a sign effect that predicts that the special result is to be achieved to the specific effect. First transition effect period (variation effect patterns A013, A038, A058, etc.) for executing the specific effect through a transition effect period to be performed (transition effect or normal reach execution period), and the transition effect period from the predictive effect period. And a second specific effect mode (variable effect patterns A014, A039, A059, etc.) in which the specific effect is executed after the transition effect period, and then the effect control means, The variation effect is executed by any one of the effect modes according to the determination result of the determination means. In addition, the degree of expectation that the special game is executed is higher when the variation effect is executed according to the second specific effect aspect than when the variation effect is executed according to the first specific effect aspect. I have to.

  By doing in this way, the player can be surprised by an unprecedented novel variation effect production mode, and the interest of the game can be improved.

  Further, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2014-158590), a determination unit that determines whether or not to execute a special game advantageous to the player, and a determination result of the determination unit It is generally provided with a fluctuation display means for fluctuating and displaying the symbol to be notified at any one of a plurality of fluctuation times, and when the result of the fluctuation display becomes a predetermined special result, a special game advantageous to the player is executed. It is. In such a gaming machine, either a normal gaming state or a specific gaming state (such as a short-time gaming state, a high-probability gaming state, etc.) in which a shorter variation time is more easily selected as a variation time of a special symbol variation display than the normal gaming state. In some cases, the image display device performs a variation effect accompanied by a variation display of a predetermined effect symbol (decoration symbol) during the symbol variation display. However, the gaming machine described in the above-mentioned patent document has a problem that even if there is a change in the gaming state, there is no change in the effect pattern displayed on the image display device, and there is a lack of interest in gaming.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, a determination unit that determines whether or not to execute a special game (big hit game) advantageous to a player, Fluctuation display means for performing fluctuation display of a (special) symbol at any of a plurality of fluctuation times based on the determination result, and when the result of the fluctuation display becomes a predetermined special result (a jackpot special symbol), In a gaming machine capable of executing a special game, it is possible to control a normal gaming state and a specific gaming state (high probability gaming state, low probability short-time gaming state) more advantageous to the player than the normal gaming state. Possible game state control means and display means (image display device 14) display effect symbols, and change effect execution capable of executing a change effect accompanied by a change display of the effect symbols during execution of the change display. Means and Of course, the display mode of the effect symbol is a first display mode (first effect symbol) and a second display that is less decorative than the first display mode (simple design, less color, dark color, etc.) There is a mode (second effect symbol or third effect symbol), and during the normal game state, the basic of the effect symbol (in the waiting state for the customer, during the fluctuation effect below the normal reach, during the transition effect of the SP reach or more The previous display mode is set as the first display mode, and the display mode of the basic design (during waiting for a customer or during all the changing effects) is set as the second display mode during the specific game state. It has become. The gaming state control means is configured to return to the normal gaming state based on the fact that the variation display is executed a predetermined number of times after controlling to the specific gaming state, and the variation effect executing means includes the When returning from the specific game state to the normal game state, the effect symbol displayed in the second display mode is switched to the first display mode in accordance with execution of a predetermined effect.

  By doing in this way, when there is a change in the gaming state, it is possible to change the effect design displayed on the image display device, it is possible to improve the interest of the game.

  Further, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2014-061360), a determination unit that determines whether or not to execute a special game advantageous to a player, and a determination result of the determination unit Display effect executing means for performing a corresponding display effect on the image display device, and it is possible to control either the first gaming state or the second gaming state that is more advantageous to the player than the first gaming state. Some are common. In such a gaming machine, a detection means capable of detecting an input from a player is provided, and when an effective period occurs during the execution of an effect, a promotion image that prompts an input is displayed on the image display device, and the generation of the effective period occurs. Some of them perform an operation effect that suggests a determination result of the determination means when an input is detected. However, the gaming machine described in the above-mentioned patent document has a problem that even if there is a change in the gaming state, there is no change in the promotion image displayed on the image display device, and there is a lack of interest in gaming.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, a determination unit that determines whether or not to execute a special game (big hit game) advantageous to a player, In a gaming machine provided with a variation effect execution means for performing a variation effect according to the determination result by a display means (image display device 14), a game is more effective than the first game state (normal game state) and the first game state. Game state control means that can be controlled to a second gaming state (high probability gaming state, low-probability short-time gaming state) that is advantageous to the player, and detection means that can detect an input from the player (production) Button device 18, an infrared sensor, a touch panel, etc.), and a prompt display means for causing the display means to display a prompt image for prompting input to the detection means based on the occurrence of an effective period during the variation effect, Before valid period An operation effect execution means capable of executing an operation effect suggesting a determination result of the determination means based on detection of an input by the detection means, and the promotion image includes a first promotion image ( Promotion images 1A and 1B) and second promotion images (promotion images 2A and 2B, promotion images 3A and 3B) that are different from the first promotion image, and the promotion display means is configured to transmit the promotion display means during the first gaming state The first promotion image is displayed in the variation effect, and the second promotion image is displayed in the variation effect during the second gaming state.

  By doing in this way, when a game state changes, the promotion image displayed on an image display apparatus can be changed, and it becomes possible to improve the interest of a game.

  Further, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2014-073377), a determination unit that determines whether or not to execute a special game advantageous to the player, and a determination result of the determination unit In general, there is provided a variation effect execution means for performing a corresponding variation effect on the image display device. In such a gaming machine, it is possible to control either the first gaming state or the second gaming state that is more advantageous to the player than the first gaming state, and the display device has gaming information related to the game. There is something to display. However, in the gaming machine described in the above-mentioned patent document, there is no change in the display mode of the game information displayed on the image display device even when the game state is changed, and there is a problem that the game is not interesting. there were.

  As a configuration for solving the above-described problems, according to the gaming machine Y of the present embodiment, a determination unit that determines whether or not to execute a special game (big hit game) advantageous to a player, In a gaming machine having a variation effect execution means for performing a variation effect according to the determination result by a display means (image display device 14), a plurality of types of game states (normal game state, high level) having different degrees of advantage to the player Game state control means that can be controlled to one of a probability game state, a low-probability short-time game state, and a jackpot game) and predetermined game information related to the game (ream-game number information, high probability remaining number information, short time remaining) Game information display means capable of causing the display means to display number information, firing operation information, etc.), and the plurality of types of gaming states include a first gaming state (low-probability short-time gaming state, etc.) From the first gaming state The variation effect executing means includes an effect mode (variation of the variation effect between the first game state and the second game state). The game information display means changes the display mode of the predetermined game information between the first game state and the second game state.

  By doing in this way, when the game state changes, the display mode of the predetermined game information displayed on the image display device can be changed, and the interest of the game can be improved.

(Second Embodiment)
The second embodiment of the present invention will be specifically described below with reference to the drawings. In addition, in 2nd Embodiment, the part relevant to the setting of presentation mode is different in relation to 1st Embodiment. Therefore, description about the same part as 1st Embodiment is abbreviate | omitted, and it demonstrates centering on the part relevant to the setting of production | presentation mode.

(Direction mode judgment table)
FIG. 106 is a diagram illustrating an example of the effect mode determination table referred to when the effect mode is set. As shown in FIG. 106, in the effect mode determination table, a gaming state, a high probability remaining number, a time remaining remaining number, an effect mode before transition, an effect mode after transition, and an effect mode flag are associated with each other. ing. For reference, the number of stay fluctuations in the set production mode (the number of fluctuation productions) is described.

  In the normal game state, four types of effect modes (effect modes A0 to A3) are set, and in the probability variation game state, one type of effect mode (effect mode B1) is set. In the low-probability short-time gaming state, two types of effect modes (effect modes B1 to B2) are set.

  The production mode A0 is a special production mode that is set only when the low-probability short-time game state (production mode B2) is shifted to the normal game state. The process shifts to A1.

  The effect mode A1 is an effect mode that is set after the effect mode A0 or the effect mode A3, and stays until at least 15 fluctuating effects are executed. When the lottery is performed and execution of the lose SP reach production or the lose SPSP reach production) is established, the production mode A2 is entered.

  The effect mode A2 is an effect mode that is set after the effect mode A1, stays until at least 15 fluctuating effects are executed, and then the effect mode A3 is established when the above-described condition transition conditions are satisfied. It is supposed to move to.

  The effect mode A3 is an effect mode that is set after the effect mode A2, stays until at least 15 fluctuating effects are executed, and then the effect mode A1 when the above-described conditions for changing the effect mode are satisfied. It is supposed to move to.

  The effect mode B1 is an effect mode set in the probability variation game state and the low probability short-time game state, and stays until the number of short time remaining becomes six after the probability variation game state is started, and then the effect mode B2 It is supposed to move to.

  The effect mode B2 is an effect mode that is set after the effect mode B1. When the player enters the normal gaming state after staying until the remaining time is 0, the effect mode B2 is shifted to the effect mode A0. Yes.

  When the power to the gaming machine Y is in the normal gaming state, the production mode A1 is set, and when the power to the gaming machine Y is in the probability-changing gaming state. The production mode B1 is set, and when the gaming machine Y is in the low-probability time-short game state when the power is turned on, the production mode B1 is set if the remaining short-time number is 6 or more. If the remaining short time is 5 times or less, the effect mode B2 is set.

  Here, as a first feature of the effect mode determination table shown in FIG. 106, a plurality of effect modes can be set in the normal game state, and there are more effect modes than the probability variation game state and the low probability short-time game state. The point that is set is mentioned. In this way, it is possible to prevent the player from getting bored in the normal gaming state where the stay period tends to be long, and it is possible to improve the interest of the game.

  Further, the second feature of the effect mode determination table shown in FIG. 106 is that the effect mode does not change even when the probability change gaming state shifts to the low probability time-short gaming state. By doing in this way, even if it is a case where it shifts from a probability change game state to a low probability time-short game state, a player's feeling of loss can be reduced and it becomes possible to improve the interest of a game.

  Also, as a third feature of the effect mode determination table shown in FIG. 106, a dedicated effect mode (effect mode A0) is set when the low-probability short-time game state is shifted to the normal game state. . By doing so, the player can be motivated to continue the game even if the game state is shifted to the normal gaming state, and the operation of the gaming machine Y can be improved.

(Display example of image display device)
Next, a display example of the image display device 14 will be described with reference to FIGS. 107 and 108. FIG. 107 is a display example of the image display device 14 for each effect mode in the normal game state, and FIG. 108 is a diagram of the image display device 14 for each effect mode in the specific game state (probability change game state, low probability short game state). It is a display example.

  As shown in FIGS. 107 (a) to 107 (d), in the waiting state in the normal gaming state, the display mode 140 on the upper left side of the display unit 140 of the image display device 14 is in any one of the effect modes A0 to A3. The effect mode image MD shown is displayed, three effect symbols TZ1 to TZ3 are displayed side by side in the center of the display unit 140, and three special effect symbols TZ4 are displayed side by side on the lower left side of the display unit 140. .

  The production symbols TZ1 to TZ3 are a vertically long rectangular symbol base image ZBG, a character image CYG indicating any of nine types of characters, and any one of 1 to 9 corresponding to nine types of characters on a one-to-one basis. It is a composite image in which an identification image SG indicating a number is superimposed, and a display mode is set for each effect mode.

  In the effect mode A1, as shown in FIG. 107 (a), the effect symbols TZ1 to TZ3 are displayed in the first display mode having a predetermined decorative property, and the effect symbols TZ1 to TZ3 are displayed in the same size. It has become. The effect symbols “1”, “3”, and “5” displayed here are initial effect symbols that are displayed when the game state immediately after power-on is the normal game state (effect mode A).

  In the effect mode A2, as shown in FIG. 107 (b), the effect symbols TZ1 to TZ3 are displayed in the second display mode having a different decoration from the first display mode, and the left and right effect symbols TZ1 and TZ3 are displayed. In comparison, the center effect symbol TZ2 is displayed in a small size.

  In the effect mode A3, as shown in FIG. 107 (c), the effect symbols TZ1 to TZ3 are displayed in a third display mode having a different decoration from the first and second display modes, and the left and right effect symbols TZ1. In addition, the center effect symbol TZ2 is displayed in a larger size than TZ3.

  In the effect mode A0, as shown in FIG. 107 (d), the effect symbols TZ1 to TZ3 are displayed in the same first display mode as the first effect mode, and the effect symbols TZ1 to TZ3 are displayed in the same size. It has become.

  That is, the first display mode to the third display mode, which are the display modes of the effect symbols TZ1 to TZ3 in the normal gaming state, are set so as to have different decoration properties, and the first display mode <third display mode <first The decorativeness (design, color, size, etc.) increases in the order of the two display modes.

  Note that the level of decorativeness in the first display mode to the third display mode is not limited to the above-described order, and for example, the decorativeness of the first display mode may be set to be the highest. In this way, the effect image displayed on the image display device 14 immediately after the power is turned on (in the normal gaming state) becomes gorgeous, and a good impression can be given to the gaming machine Y.

  The design symbols TZ1 to TZ3 of the first to third display modes may be stored in the CGROM 105Bb as single symbol data, but the symbol base image ZBG, the character image CYG, and the identification image SG are separately stored in the CGROM 105Bb. And may be combined when displayed on the image display device 14. Further, the base image and the numeric image constituting the identification image SG may be separately stored in the CGROM 105Bb and combined when displayed on the image display device 14.

  As shown in FIG. 108, in the specific gaming state (probability changing gaming state, low probability time short gaming state), the effect mode image MD indicating the effect mode B1 or B2 on the upper left side of the display unit 140 of the image display device 14. Is displayed near the upper center of the display unit, and a consecutive game number image KRG that is the number of jackpot games executed while the specific gaming state is continuously executed is displayed on the upper right side of the display unit. A right-handed image MU that prompts the player to shoot a game ball toward the right area of the game area 2A is displayed, and the remaining number-of-times image NK indicating the remaining number of variation effects that can be executed in a specific gaming state is displayed on the lower left side of the display unit Is displayed, three effect symbols TZ1 to TZ3 are displayed side by side in the center of the display unit 140, and three special effect symbols are displayed side by side on the lower left side of the display unit 140.

  The right-handed image MU is a composite image in which right-handed information indicating right-handedness and a decoration image that decorates the right-handed information are combined, and whether the right-handed information state or the low-probability time-short game state Regardless of the production mode B1 or the production mode B2, a display mode common to the specific game state is set.

  The remaining number-of-times image NK is a composite image in which remaining number-of-times information indicating the remaining number of variation effects that can be executed in a specific gaming state is combined with a decoration image that decorates the remaining number-of-times information. A display mode common to the specific game state is set regardless of whether the game state is the low-probability short-time game state and the effect mode B1 or the effect mode B2.

  The production symbols TZ1 to TZ3 are only a single image of an identification image (identifier) indicating any of the numbers 1 to 9, and whether the game is a probability variation gaming state or a low-probability short-time gaming state. Regardless of whether the mode is B1 or the production mode B2, a display mode common to the specific gaming state is set.

  In the effect mode B1, as shown in FIG. 108 (a), the effect symbols TZ1 to TZ3 are displayed in a fourth display mode having lower decorativeness (design, color, size, etc.) than the first to third display modes. The production symbols TZ1 to TZ3 are displayed in the same size.

  In the effect mode B2, as shown in FIG. 108 (b), the effect symbols TZ1 to TZ3 are displayed in the same fourth display manner as the effect mode B1, and the effect symbols TZ1 to TZ3 are displayed in the same size. It has become. That is, in the effect mode B1 and the effect mode B2, the display mode of the effect symbols TZ1 to TZ3 is not changed.

  The fourth display mode may be a composite image combining the above-described symbol base image and / or character image, but even in that case, the display mode is lower in decorativeness than the first to third display modes. It is good to set.

  Here, in the effect symbols “1”, “3”, and “5” displayed in FIGS. 108A and 108B, the game state immediately after power-on is the specific game state (effect modes B1 to B2). It is an initial effect symbol displayed in some cases, and the game state immediately after power-on is the same (common) identification information as in the normal game state (effect mode A1).

  As shown in FIGS. 107 and 108, the special effect design TZ4 is a composite image in which a hexagonal base image and one of the numeric images (identifiers) 1 to 9 are superimposed, and the gaming state, A common display mode is set regardless of the effect mode.

  The special effect design TZ4 has a lower decorative property than the first to third display modes (simple design, less colors, etc.), and a higher decorative property than the fourth display mode (design is complex, has more colors, etc.) ) In addition to being displayed in the fifth display mode, three special effect symbols are displayed in the same size.

  Although the effect symbols TZ1 to TZ3 in the specific gaming state are set to the fourth display mode and the display mode of the special effect symbol TZ4 is set to the fifth display mode, the effect symbols TZ1 to TZ3 in the specific gaming state are special. You may set to the 5th display mode same as production design TZ4, and may set special production design TZ4 to the 4th display mode.

  Further, the special effect design ZT4 is stored in the CGROM 105Bb as a single design data, but has the same shape (form) as the identification image SG in the effect design of the first to third display modes. When SG is independently stored in the CGROM 105Bb, the same image data may be displayed on the image display device 14. In this way, it is possible to prevent the capacity of the CGROM 105Bb from being pressed.

  Further, the special effect symbol TZ4 is not displayed on the image display device 14 (variable display and stop display), but is displayed (variable display and stop display) on a dedicated display unit (LED display or the like). Alternatively, the special effect symbol TZ4 may be eliminated and only the effect symbols TZ1 to TZ3.

(Type of design)
Here, the types of effect symbols that are stopped and displayed during the variable effects in each game state (normal game state, specific game state) will be described.

  In the normal gaming state (effect modes A0 to A3), there are 12 types of effect symbols that are stopped and displayed (including temporary stops) during the variation effect, and 9 types that indicate any number from 1 to 9 In addition to the normal effect design, the two types of change designs (first indicating that the icon changes to a display mode with a high one-stage expectation level) suggesting (notifying) the occurrence of an icon change notice by being stopped. There are a change symbol, a second change symbol that indicates a change to a display mode with a high two-stage expectation), and one type of pseudo-continuous symbol that suggests (notifies) the occurrence of a pseudo-continuous effect by temporarily stopping.

  In the specific game state (effect modes B1 to B2), nine types of effect symbols that are stopped and displayed (including temporary stop) during the variable effect are set to be less than the normal game state, and any one of 1 to 9 There are only nine types of regular production symbols showing the numbers.

  As described above, in the normal gaming state, since the effect symbols that are not stopped and displayed in the specific gaming state are stopped and displayed, the effect in the normal gaming state in which the stay period is likely to be longer than in the specific gaming state can be improved. It is possible to improve the interest of the game.

  In addition, in the specific game state where the variation time is likely to be shorter than the normal game state, the effect symbols (change symbols, pseudo-continuous symbols) different from the normal effect symbols are not stopped and displayed so that the player feels bothersome. It is possible to avoid inconveniences and improve the interest of the game.

  In addition, about the display mode of a change symbol and a pseudo-continuous symbol, it is displayed with the display mode (any one of the 1st-3rd display mode) corresponding to each production mode in a normal game state. A common display mode may be used regardless of the mode. If it does in this way, even if the production mode changes, it becomes easy to grasp that it is a change symbol or a pseudo-continuous symbol, and it becomes possible to improve the interest of the game.

  In addition, change symbols and pseudo-continuous symbols are stopped and displayed as middle symbols in the central area of the display unit 140, but they are stopped and displayed as left symbols in the left area and right symbols in the right area. Also good. If it does in this way, the timing which a change symbol and a pseudo | simulation continuous symbol may stop-display will become various, and it becomes possible to improve the interest of a game.

  In addition, the change symbols and the pseudo-continuous symbols are temporarily stopped and displayed in a specific effect mode among the effect modes A0 to A3, but may not be temporarily stopped and displayed in other effect modes. For example, the temporary stop display may be performed in the production modes A1 to A3, but the temporary stop display may not be performed in the production mode A0.

(Display example of variation effect in effect mode A1)
Next, a display example of a variation effect in the effect mode A1 will be described with reference to FIG.

  First, as shown in FIG. 109 (a), the image display device 14 displays the effect mode A1 effect image such as the effect mode image MD and the background image indicating the effect mode A1. Then, the effect symbols “4”, “2” and “1” in the first display mode are stopped and displayed, and the special effect symbols “4”, “2” and “1” are stopped and displayed. Also, one normal hold icon is displayed.

  Next, when the variable display of the first special symbol is started, as shown in FIG. 109 (b), the first hold icon is shifted to the changing icon, and the effect symbols TZ1 to TZ1 of the first display mode are changed. The special effect design TZ4 of the TZ3 and the fifth display mode starts the variable display, and the variable effect (first variable effect) is executed. Immediately after that, when a game ball enters the second starting port 7, the second special figure holding number becomes "1" and one second holding icon is displayed.

  Thereafter, when the predetermined period has elapsed and the first special symbol is stopped and displayed, as shown in FIG. 109 (c), the effect symbols “1”, “2” and “4” in the first display mode are stopped and displayed. At the same time, the special effect symbols “1”, “2”, and “4” in the fifth display mode are stopped and displayed, and the variation effect (first variation effect) ends.

  Next, when the change display of the second special symbol is started, as shown in FIG. 109 (d), the second hold icon is shifted to the changing icon, and the effect symbols TZ1 to TZ1 of the first display mode are changed. The special effect design TZ4 of the TZ3 and the fifth display mode starts the variable display, and the variable effect (second variable effect) is executed.

  Thereafter, when the second special symbol is stopped and displayed after a predetermined period of time, as shown in FIG. 109 (e), the effect symbols “1”, “4”, and “2” in the first display mode are stopped and displayed. The variation effect (second variation effect) ends.

  In this way, during the effect mode A1, regardless of whether the first variation effect corresponding to the variation display of the first special symbol or the second variation effect corresponding to the variation display of the second special symbol, The effect symbols TZ1 to TZ3 having the same display mode (first display mode) are displayed in a variable manner. Therefore, it is possible to produce a unified feeling during one production mode, and it is possible to improve the interest of the game.

  Further, in the effect mode A1, the same regardless of whether it is the first variation effect corresponding to the variation display of the first special symbol or the second variation effect corresponding to the variation display of the second special symbol. The special effect symbol TZ4 in the display mode (fifth display mode) is displayed in a variable manner. Therefore, it is possible to produce a unified feeling during one production mode, and it is possible to improve the interest of the game.

  The display mode of the effect symbols TZ1 to TZ3 is the same in other effect modes (effect mode A2, effect mode A3, effect mode A0, effect mode B1, effect mode B2), and the variation of the first special symbol. Regardless of whether it is the first variation effect corresponding to the display or the second variation effect corresponding to the variation display of the second special symbol, the effect symbols TZ1 to TZ3 of the same display mode corresponding to the effect mode at that time Will be displayed in a variable manner.

  The display mode of the special effect symbol TZ4 is the same in the other effect modes (effect mode A2, effect mode A3, effect mode A0, effect mode B1, effect mode B2), and the first special symbol is variablely displayed. The special effect design TZ4 of the same display mode (fifth display mode) is displayed in a variable manner regardless of whether it is the first variation production corresponding to the above or the second variation production corresponding to the variation display of the second special symbol. Will be.

(Display example when the production mode changes during the normal gaming state)
Next, display examples when the effect mode changes during the normal gaming state will be described with reference to FIGS. 110 and 111.

  First, with reference to FIG. 110, the case where the production mode is changed from the production mode A1 to the production mode A2 will be described.

  First, as shown in FIG. 110 (a), during the variation display of the first special symbol, the image display device 14 displays the effect mode A1 such as the effect mode image MD and the background image indicating the effect mode A1. The effect image is displayed, the effect symbols TZ1 to TZ3 in the first display mode and the special effect symbol TZ4 in the fifth display mode are displayed in a variable manner, and the variable effect (first variable effect) is executed.

  Next, when the first special symbol is stopped and displayed after a predetermined time has elapsed, as shown in FIG. 110 (b), the effect symbols “4”, “2”, and “1” in the first display mode are stopped and displayed. In addition, the special effect symbols “4”, “2”, and “1” in the fifth display mode are stopped and displayed, the changing icon is deleted, and the changing effect (first changing effect) ends. At this time, it is assumed that the transition condition of the effect mode is satisfied.

  Next, when the variable display of the first special symbol is started, as shown in FIG. 110 (c), the first hold icon is shifted to the changing icon, and the special effect symbol TZ4 of the fifth display mode is displayed. Starts the variable display and the variable effect (first variable effect) is started.

  Immediately thereafter, as shown in FIGS. 110 (d) and 110 (e), the image display device 14 executes a transition effect (predetermined effect) for shifting the effect mode (attracting the player's attention). . Specifically, the darkening effect is displayed on the display unit 140 so that the viewing of the effect image in the effect mode A1 (the effect mode image MD, the effect symbols TZ1 to TZ3, the background image, etc.) is restricted, and the darkness (blackout) ) And after performing the display which closes a haze image behind the special effect design TZ4, the display which opens a haze image is performed. At this time, the effect symbols TZ1 to TZ3 are reduced and displayed on the upper left of the screen.

  Then, when the haze image is completely opened and the transition effect ends, as shown in FIGS. 110 (f) and 110 (g), effect modes such as effect mode image MD and background image indicating effect mode A2 The effect image of A2 is displayed, and the effect symbols TZ1 to TZ3 of the second display mode that are switched from the first display mode start the variable display.

  Thereafter, when the first special symbol is stopped and displayed after a predetermined time has elapsed, as shown in FIG. 110 (h), the effect symbols “5”, “2”, and “7” in the second display mode are stopped and displayed. At the same time, special effect symbols “5”, “2”, and “7” are stopped and displayed, and the variation effect (first variation effect) ends.

  Next, with reference to FIG. 111, a description will be given of a case where the effect mode shifts from the effect mode A2 to the effect mode A3.

  First, as shown in FIG. 111 (a), the image display device 14 displays an effect mode A2 effect image such as an effect mode image MD and a background image indicating the effect mode A2, and the second The effect patterns “5”, “2”, and “7” in the display mode are stopped and displayed, and the special effect symbols “5”, “2”, and “7” are stopped and displayed, and the variation effect (first variation effect) ends. At this time, the transition condition of the effect mode is established.

  Next, when the change display of the second special symbol is started, as shown in FIG. 111 (b), the second hold icon is shifted to a changing icon, and the effect symbols TZ1 to TZ1 of the second display mode are changed. The special effect design TZ4 of the TZ3 and the fifth display mode starts the variable display, and the variable effect (second variable effect) is executed.

  Immediately thereafter, as shown in FIGS. 111 (c) and 111 (d), the image display device 14 executes a transition effect (predetermined effect) for shifting the effect mode (attracting the player's attention). . Specifically, the darkening effect is displayed on the display unit 140 so as to be darkened (blacked out) so that the viewing of the effect image (effect mode image, effect symbols TZ1 to TZ3, background image) in the effect mode A2 is restricted. . And after performing the display which closes a haze image behind the special effect design TZ4, the display which opens a haze image is performed. At this time, the effect symbols TZ1 to TZ3 are reduced and displayed on the upper left of the screen.

  When the bag image is completely opened and the transition effect ends, as shown in FIGS. 111 (e) and 111 (f), the effect mode image MD indicating the effect mode A3, the effect of the third display mode The effect images in the effect mode A3 such as the symbols TZ1 to TZ3 and the background image are displayed, and the effect symbols TZ1 to TZ3 in the third display mode switched from the second display mode start the variable display.

  Thereafter, when the second special symbol is stopped and displayed after a predetermined time has elapsed, as shown in FIG. 111 (g), the effect symbols “4”, “7”, and “2” in the third display mode are stopped and displayed. At the same time, the special effect symbols “4”, “7”, and “2” are stopped and displayed, and the variation effect (second variation effect) ends.

  In addition, in the case of transition from the production mode A3 to the production mode A1, and also in the case of the production mode A0 to the production mode A1, the above-described transition production is performed and the production of the production mode after the transition to the image display device 14 is performed. An image is displayed, and the display mode of effect symbols TZ1 to TZ3 is switched.

  As described above, after the transition of the production mode, regardless of whether the variation display of the special symbol held before the production mode is shifted is the variation display of the first special symbol or the variation display of the second special symbol. When executed, the effect symbols TZ1 to TZ3 of the display mode corresponding to the effect mode are variably displayed in the change effect corresponding to the change display of the symbol. Therefore, the display mode of the effect symbol can be separated for each effect mode, and the interest of the game can be improved.

  In addition, when the effect mode shifts in the normal gaming state, the image display device 14 executes a transition effect (predetermined effect) for shifting the effect mode (attracting the player's attention) to change the display mode of the effect symbols. Since the switching is performed, the player's attention can be attracted to the transition effect, and it is possible to reduce the unnaturalness and discomfort that the display mode of the effect symbols TZ1 to TZ3 is switched while the game is in progress.

  Furthermore, since the transition effect executed when the effect mode transitions in the normal gaming state is the same effect mode regardless of the effect mode before the transition and the effect mode after the transition, the effect mode shifts. It becomes easy for the player to detect this, and it is possible to improve the interest of the game. In addition, according to the kind of effect mode before transfer and effect mode after transfer, you may make the effect aspect similar by making a part of transition effect differ.

  As a transition effect (predetermined effect), the display unit 140 is darkened (blacked out) to close and open the haze image, but only the darkening of the display unit 140 is performed without closing and opening the haze image. You may make it perform, and you may make it perform only closing and opening of a haze image, without performing the darkening of the display part 140. FIG. Further, instead of darkening the display unit 140, a whitening effect (brightening effect) may be displayed on the display unit 140 to cause whitening (whiteout: brightening).

  Further, while the transition effect is being executed, the effect symbols TZ1 to TZ3 are displayed on the display unit 140, but may not be displayed on the display unit 140.

  When a sub image display device is provided in addition to the image display device 14, the effect symbols TZ1 to TZ3 are displayed on the sub image display device during execution of the transition effect, and the image is displayed after the transition effect is completed. The effect symbols TZ1 to TZ3 may be displayed on the display device 14.

  Furthermore, about the effect symbols TZ1 to TZ3 displayed during the execution of the transition effect, the display mode corresponding to the effect mode before the transition may be set, or the display mode corresponding to the effect mode after the transition may be specified. It is good also as a 4th display mode corresponding to a game state, and good also as the 5th display mode same as special effect design TZ4.

  In addition, since the transition condition of the production mode is satisfied at the end of the variation production, the transition production is executed at the start of the first variation production after the transition condition is established, but the transition condition of the production mode is established. The transition effect may be executed at the end of the variation effect.

  In addition, while the transition effect is being executed, the movable part 17A of the effect accessory device 17 is not operated, but during the transition effect, a predetermined operation is performed on the movable part 17A of the effect accessory device 17. You may make it let. If it does in this way, it will become easy to attract a player's attention and it will become possible to reduce effectively the unnaturalness and discomfort which the display mode of production design symbols TZ1-TZ3 changes during progress of a game.

(Display example of variation effect in normal gaming state)
Next, display examples of variable effects in which a specific effect (SP reach effect) is executed in the normal gaming state (effect mode A1) will be described with reference to FIGS.

  First, as shown in FIG. 112 (a), during the variable display of the first special symbol, the image display device 14 displays the variable icon in the special mode (green) and the first display mode. The effect designs TZ1 to TZ3 and the special effect design TZ4 of the fifth display mode are displayed in a variable manner, and the change effect (first variation effect) is executed.

  Next, when a predetermined time has elapsed, as shown in FIG. 112 (b), the effect symbol “1” of the first display mode is temporarily stopped as the effect symbol TZ1 and the effect symbol TZ3 to form a reach state. Is executed. At this time, the special effect symbol TZ4 continues the variable display without temporarily stopping.

  Thereafter, when developing into an SP reach effect (specific effect), an expansion effect (predetermined effect) for developing into an SP reach effect (attracting the player's attention) is executed. The development effects include a first development effect and a second development effect. When the jackpot game is not executed, the first development effect is easily executed (the execution ratio is high), and the jackpot game is executed. The second development effect is easy to be executed (the execution ratio is high). In other words, the second development effect has a higher degree of expectation of jackpot than the first development effect.

  When the first development effect is executed, as shown in FIG. 112 (c-1), visual recognition of the effect image (effect mode image MD, effect symbols TZ1 to TZ3, background image, etc.) in effect mode A1 is performed. In order to be regulated, a whitening effect is displayed on the display unit 140 to cause whitening (whiteout). At this time, the special effect symbol TZ4 is displayed on the near side of the whitening effect.

  When the second development effect is executed, as shown in FIG. 112 (c-2), the viewing of the effect mode A1 effect image (effect mode image, effect symbols TZ1 to TZ3, background image, etc.) is restricted. As described above, the darkening effect and the lightning effect are displayed on the display unit 140, and the movable unit 17A of the stage effect device 17 is moved to a position where the lightning effect starts, and is caused to emit light. At this time, the special effect symbol TZ4 is displayed on the front side of the darkening effect.

  Thereafter, when the development effect ends, as shown in FIG. 112 (d), the effect image EG and the background image in which the teammate character and the enemy character battle are displayed, and the SP reach effect (specific effect) is started. The effect symbols TZ1 to TZ3 of the fourth display mode switched from the display mode are reduced and displayed on the upper left of the screen while the reach state is formed.

  If the result of the variation effect is “losing”, as shown in FIG. 113A, the image display device 14 displays character information “YOU LOSE” notifying that it is losing. At the same time, the effect symbols “1”, “2” and “1” in the fourth display mode, which are combinations of loses, are temporarily stopped.

  Thereafter, when the SP reach effect ends, as shown in FIG. 113B, the image display device 14 returns from the SP reach effect (specific effect) (attracts the player's attention) (predetermined effect). ) Is executed. Specifically, the whitening effect is displayed on the display unit 140 so as to be turned over (whiteout) so that the visual recognition of the effect image of the SP reach production (production designs TZ1 to TZ3, background image, etc.) is restricted.

  When the return effect ends, as shown in FIG. 113 (c), the effect image of the effect mode A1 such as the effect mode image MD and the background image is displayed (viewing is allowed), and switched from the fourth display mode. The effect symbols “1”, “2” and “1” in one display mode are stopped and displayed, and the special effect symbols “1”, “2” and “1” in the fifth display mode are stopped and displayed. Production) ends.

  On the other hand, when the result of the variation effect is “big hit”, as shown in FIG. 114 (a), the text information “YOU WIN” for notifying that the big win is displayed is displayed on the image display device 14. In addition, the effect symbols “1”, “1”, and “1” in the fourth display mode, which are combinations of jackpots, are temporarily stopped.

  After that, when the re-lottery effect is started, as shown in FIG. 114 (b), when the re-variation period elapses, the effect symbols TZ1 to TZ3 that have been temporarily stopped are re-variable while maintaining the jackpot combination. As shown in FIG. 114 (c), the effect symbols “1”, “1” and “1” in the fourth display mode, which are combinations of jackpots, are temporarily stopped.

  When the re-lottery effect is completed, as shown in FIG. 113 (d), the image display device 14 returns from the re-lottery effect (specific effect) (attracting the player's attention) (a predetermined effect). ) Is executed. Specifically, the whitening effect is displayed on the display unit 140 so as to be turned over (whiteout) so that the visual recognition of the redrawing effect production images (production designs TZ1 to TZ3, background images, etc.) is restricted.

  Thereafter, when the return effect ends, as shown in FIG. 114 (e), effect images in effect mode A1 such as effect mode image MD, effect symbols TZ1 to TZ3, and background image are displayed (viewing is allowed). The effect symbols “1”, “1” and “1” in the first display mode switched from the display mode are stopped and displayed, and the special effect symbols “1”, “1” and “1” in the fifth display mode are stopped and displayed. The variation effect (first variation effect) ends, and the opening effect of the jackpot game is executed.

  When the re-lottery effect is not executed, the process proceeds from FIG. 114 (a) to FIG. 114 (d), and the return effect is an effect for returning from the SP reach effect.

  As described above, when a specific effect (SP reach effect, SPSP reach effect) is started in the variable effect during the normal gaming state, the image display device 14 develops the specific effect (attracts the player's attention). Since the development effect (predetermined effect) is executed and the display mode of the effect design is switched, the player's attention can be attracted to the development effect, and the display mode of the effect symbols TZ1 to TZ3 is switched during the change effect. Can be reduced.

  Further, when a specific effect (re-lottery effect, SP reach effect, SPSP reach effect) ends in a variation effect during a normal gaming state, the image display device 14 returns from the specific effect (attracts the player's attention). Since the display mode of the effect symbol is switched by executing the return effect (predetermined effect), the player's attention can be attracted to the transition effect, and the display mode of the effect symbols TZ1 to TZ3 is switched during the variation effect. It is possible to reduce a sense of incongruity.

  Furthermore, since there are a plurality of types of development effects for shifting to a specific effect, and each jackpot expectation is set to be different, the player's expectation on which development effect is executed is improved. It is possible to improve the interest of the game.

  In addition, since one of the development effects for shifting to the specific effect and the return effect for returning from the specific effect have the same effect mode, the start and end of the specific effect can be clearly understood. It is possible to improve the interest of the game.

  During the execution of the development effect and the return effect, the effect symbols TZ1 to TZ3 are not displayed on the display unit 140, but may be displayed on the display unit 140. In that case, the effect symbols TZ1 to TZ3 may be reduced and displayed near the edge of the screen (for example, upper left or upper right) in a state where the effect symbols TZ1 to TZ3 are superimposed on the whitening effect and the darkening effect.

  Further, when a sub image display device is provided in addition to the image display device 14, the effect symbols TZ1 to TZ3 are displayed on the sub image display device during the execution of the development effect and the return effect, and the development effect and You may make it display effect symbols TZ1-TZ3 on the image display apparatus 14 after completion | finish of a return effect.

  Further, when the effect symbols TZ1 to TZ3 are displayed during the execution of the development effect and the return effect, the display mode may correspond to the effect mode at that time, or the fourth display mode may correspond to the specific game state. And it is good also as the 5th display mode same as special effect design TZ4.

(Display example when shifting to a specific gaming state)
Next, with reference to FIG. 115, a display example in the case of shifting from the jackpot game (low probability non-short game state) to the specific game state (probability variable game state) will be described.

  First, as shown in FIG. 115 (a), during the final round game (16 rounds) of the jackpot game, the image display device 14 displays a jackpot effect display according to the final round, and the right area of the game area 2A. A strong right-handed image MU that prompts the player to launch a game ball toward the player, cumulative award ball information SK that indicates the cumulative value of the award ball that was to be paid out to the player during the jackpot game, A reduced effect symbol SZ indicating the effect symbol stopped and displayed by the change effect that has been triggered by the execution is displayed.

  Next, when the final round game ends, as shown in FIG. 115B, the image display device executes an ending effect indicating the end of the jackpot game. Specifically, the probability variation transition image KI indicating that the probability variation gaming state (the effect mode B1) is transitioned is displayed, and the weak right strike image UM having a lower appeal to the player than the strong right strike image MU is displayed. To do.

  Thereafter, as shown in FIG. 115 (c), the image display device 14 executes a transition effect (predetermined effect) for shifting to the probability-changing gaming state (effect mode B1) (attracting the player's attention). Specifically, an alert image TK for preventing forgetting to take a storage medium (card, coin, etc.) in which the remaining amount of money inserted into the game medium lending apparatus provided in the gaming machine Y is stored is displayed.

  Then, when the transition effect ends, the state changes to the probability variation gaming state (effect mode B1), and as shown in FIG. 115 (d), the effect mode image MD indicating the effect mode B1 and the effect symbol TZ1 of the fourth display mode. ~ TZ3, special effect design TZ4 of the fifth display mode, background image, consecutive resort count image KRG, strong right-handed image MU, remaining count image NK (remaining 100 times).

  When the change display of the first special symbol held during the normal gaming state is started, as shown in FIG. 115 (e), the first hold icon is shifted and changed to the changing icon. The effect symbols TZ1 to TZ3 in the display mode and the special effect symbol TZ4 in the fifth display mode start the variable display, the variable effect (first variable effect) is started, and the remaining number of times in the specific gaming state is decremented by one. Immediately after that, when a game ball enters the second starting port 7, the second special figure holding number becomes "1" and one second holding icon is displayed.

  Thereafter, when the first special symbol is stopped and displayed after a predetermined period of time, as shown in FIG. 115 (f), the effect symbols “8”, “3”, and “5” in the fourth display mode are stopped and displayed. At the same time, the special effect symbols “8”, “3”, and “5” in the fifth display mode are stopped and displayed, and the variation effect (first variation effect) ends.

  Next, when the change display of the second special symbol is started, as shown in FIG. 115 (g), the second hold icon is shifted to the changing icon, and the effect symbols TZ1 to TZ1 of the fourth display mode are changed. The special effect symbol TZ4 of the TZ3 and the fifth display mode starts the variable display, the variable effect (second variable effect) is executed, and 1 is subtracted from the remaining number of times of the specific gaming state.

  Thereafter, when the second special symbol is stopped and displayed after a predetermined period of time, as shown in FIG. 115 (h), the effect symbols “6”, “3”, and “9” in the fourth display mode are stopped and displayed. At the same time, the special effect symbols “6”, “3”, and “9” in the fifth display mode are stopped and displayed, and the variation effect (second variation effect) ends.

  As described above, regardless of whether the variation display of the special symbol held before the transition to the probability variation gaming state (effect mode B1) is the variation display of the first special symbol or the variation display of the second special symbol, When executed after shifting to the probability variation game state (effect mode B1), the effect symbols TZ1 to TZ3 of the display mode corresponding to the probability variation game state (effect mode B1) vary in the variation effect corresponding to the variation display of the symbol. Will be displayed. Therefore, the display mode of the effect symbol can be separated for each gaming state (effect mode), and the interest of the game can be improved.

  In addition, when transitioning to the probability variation game state (effect mode B1), the transition effect (predetermined effect) for causing the image display device 14 to transition to the probability variation game state (effect mode B1) (attracting the player's attention) is executed. Then, since the effect design of the display mode corresponding to the probability variation game state (effect mode B1) is displayed, the player's attention can be attracted to the transition effect, and the display mode of the effect symbols TZ1 to TZ3 during the game progress It is possible to reduce the unnaturalness and discomfort of switching.

  Note that the alerting image TK is displayed as the transition effect (predetermined effect), but the transition effect may be from the ending effect of the jackpot game to the end of the display of the alert image TK. The transition effect may be from the opening effect until the display of the alert image TK ends.

  In addition, during the effect mode B1 and the effect mode B2, it is determined whether the first variation effect corresponding to the variation display of the first special symbol or the second variation effect corresponding to the variation display of the second special symbol. The effect symbols TZ1 to TZ3 having the same display mode (fourth display mode) are variably displayed. Therefore, it is possible to produce a unified feeling during one production mode, and it is possible to improve the interest of the game.

  In addition, during the effect mode B1 and the effect mode B2, it is determined whether the first variation effect corresponding to the variation display of the first special symbol or the second variation effect corresponding to the variation display of the second special symbol. The special effect symbol TZ4 having the same display mode (fifth display mode) is displayed in a variable manner. Therefore, it is possible to produce a unified feeling during one production mode, and it is possible to improve the interest of the game.

(Display example of variation effect in specific game state)
Next, a display example of a variation effect in which a specific effect (SP reach effect) is executed in the probability variation gaming state (effect mode B1) will be described with reference to FIGS.

  First, as shown in FIG. 116 (a), during the variable display of the second special symbol, the image display device 14 displays the variable icon in the special mode (red) and the fourth display mode. The effect designs TZ1 to TZ3 and the special effect design TZ4 of the fifth display mode are displayed in a variable manner, and the change effect (second variation effect) is executed.

  Next, when a predetermined time elapses, as shown in FIG. 116 (b), as the effect symbol TZ1 and the effect symbol TZ3, the effect symbol “3” of the fourth display mode temporarily stops to form a reach state, Normal reach is executed. At this time, the special effect symbol TZ4 continues the variable display without temporarily stopping.

  Thereafter, when developing to a specific effect (SP reach effect), an expansion effect (predetermined effect) for developing to a specific effect (attracting the player's attention) is executed. The development effects include a first development effect and a second development effect. When the jackpot game is not executed, the first development effect is easily executed (the execution ratio is high), and the jackpot game is executed. The second development effect is easy to be executed (the execution ratio is high). In other words, the second development effect has a higher degree of expectation of jackpot than the first development effect.

  When the first development effect is executed, as shown in FIG. 116 (c-1), the effect image of the effect mode B1 (effect mode image MD, effect symbols TZ1 to TZ3, background image, consecutive resort times image The whitening effect is displayed on the display unit 140 so that the visual recognition of the OKG, the remaining number of times image NK, etc.) is restricted. At this time, the special effect design TZ4 and the right-handed image MU are displayed on the near side of the whitening effect.

  When the second development effect is executed, as shown in FIG. 116 (c-2), the effect image of the effect mode B1 (effect mode image MD, effect symbols TZ1 to TZ3, background image, consecutive resort times image The darkening effect and the lightning effect are displayed on the display unit 140 so that the visual recognition of the remaining images (OKG, remaining number of times image NK, etc.) is restricted, and the movable unit 17A of the effector device 17 is moved to the position where the lightning effect starts. Move it to emit light. At this time, the special effect design TZ4 and the right-handed image MU are displayed on the near side of the whitening effect.

  Thereafter, when the development effect ends, as shown in FIG. 116 (d), the effect image EG and the background image in which the teammate character and the enemy character battle are displayed, and the SP reach effect (specific effect) is started. Production symbols TZ1 to TZ3 in the same fourth display manner as before are reduced and displayed on the upper left of the screen while the reach state is formed.

  If the result of the variation effect is “losing”, as shown in FIG. 117 (a), the image display device 14 displays a character image of “YOU LOSE” notifying that it is losing. At the same time, the effect symbols “1”, “2” and “1” in the fourth display mode, which are combinations of loses, are temporarily stopped.

  Thereafter, when the SP reach effect is finished, as shown in FIG. 117 (b), the image display device 14 returns from the SP reach effect (specific effect) (attracting the player's attention) (predetermined effect). ) Is executed. Specifically, the whitening effect is displayed on the display unit 140 so as to be turned over (whiteout) so that the visual recognition of the effect image of the SP reach production (production designs TZ1 to TZ3, background image, etc.) is restricted.

  When the return effect is completed, as shown in FIG. 117 (c), effect images in effect mode B1 such as effect mode image MD, background image, consecutive resort times image OKG, remaining number of times image NK, etc. are displayed (viewed). The effect patterns “1”, “2”, and “1” in the fourth display mode that are the same as before the return effect are stopped and displayed, and the special effect symbols “1”, “2”, and “1” in the fifth display mode are displayed. The stop effect is displayed and the change effect (second change effect) ends.

  On the other hand, if the result of the variation effect is “big hit”, as shown in FIG. 118A, the image display device 14 displays a character image of “YOU WIN” notifying that it is a big hit. In addition, the effect symbols “1”, “1”, and “1” in the fourth display mode, which are combinations of jackpots, are temporarily stopped and displayed.

Thereafter, as shown in FIG. 118 (b), the image display device 14 executes a return effect (predetermined effect) for returning from the SP reach effect (specific effect) (attracting the player's attention). Specifically, the whitening effect is displayed on the display unit 140 so as to be turned over (whiteout) so that the visual recognition of the effect image of the SP reach production (production designs TZ1 to TZ3, background image, etc.) is restricted.
Thereafter, when the return effect ends, as shown in FIG. 118 (c), effect images in effect mode B1, such as effect mode image MD, background image, consecutive resort times image OKG, remaining number of times image NK, are displayed (viewed). The effect symbols “1”, “1”, “1” in the fourth display mode that are the same as before the return effect are stopped and displayed, and the special effect symbols “1”, “1”, “1” in the fifth display mode are displayed. The change effect (second change effect) is terminated with the stop display, and the opening effect of the jackpot game is executed.

  When the re-lottery effect is executed, the same effect as FIG. 114 (b) is executed between FIG. 118 (a) and FIG. 118 (b).

  As described above, when a specific effect (SP reach effect, SPSP reach effect) is started in a variation effect during a specific game state, the image display device 14 develops the specific effect (attracts the player's attention). The development effect (predetermined effect) is executed, but unlike the normal gaming state, the display pattern of the effect symbol is not switched, so that the display pattern of the effect symbols TZ1 to TZ3 is switched during the variable effect, thereby reducing the unnaturalness and discomfort. It becomes possible.

  In addition, when a specific effect (re-lottery effect, SP reach effect, SPSP reach effect) ends in a variation effect during a specific game state, the image display device 14 returns from the specific effect (attracts the player's attention). However, unlike the normal gaming state and the inside, the display pattern of the effect symbol is not switched, so that the display pattern of the effect symbols TZ1 to TZ3 is switched during the variable effect. It becomes possible to reduce.

  Furthermore, since there are a plurality of types of development effects for shifting to a specific effect, and each jackpot expectation is set to be different, the player's expectation on which development effect is executed is improved. It is possible to improve the interest of the game.

  In addition, since one of the development effects for shifting to the specific effect and the return effect for returning from the specific effect have the same effect mode, the start and end of the specific effect can be clearly understood. It is possible to improve the interest of the game.

  During the execution of the development effect and the return effect, the effect symbols TZ1 to TZ3 are not displayed on the display unit 140, but may be displayed on the display unit 140. In that case, the effect symbols TZ1 to TZ3 may be reduced and displayed near the edge of the screen (for example, upper left and upper right) in a state where the effect symbols TZ1 to TZ3 are superimposed on the whitening effect and the darkening effect.

  Further, when a sub image display device is provided in addition to the image display device 14, the effect symbols TZ1 to TZ3 are displayed on the sub image display device during the execution of the development effect and the return effect, and the development effect and You may make it display effect symbols TZ1-TZ3 on the image display apparatus 14 after completion | finish of a return effect.

  Further, when the effect symbols TZ1 to TZ3 are displayed during the execution of the development effect and the return effect, the display mode may correspond to the effect mode at that time, or the fourth display mode may correspond to the specific game state. And it is good also as the 5th display mode same as special effect design TZ4.

  Further, the right-handed image MU is displayed during the period from the start of the development effect to the end of the return effect, but the right-handed image MU may not be displayed. Although the hit image MU is not displayed, the right hit image MU may be displayed during execution of the specific effect.

(Display example when the production mode changes during the specific game state)
Next, a display example in the case where the effect mode changes during the specific game state will be described with reference to FIG.

  First, when the second special symbol is stopped and displayed, as shown in FIG. 119 (a), the effect symbols “5”, “2”, and “3” in the fourth display mode are stopped and displayed in the fifth display mode. Special effect symbols “5”, “2”, and “3” are stopped and displayed, the changing icon is deleted, and the changing effect (second changing effect) ends. At this time, it is assumed that the remaining number of times of the specific gaming state is five and the transition condition of the effect mode is satisfied.

  Next, when the variable display of the second special symbol is started, as shown in FIG. 119 (b), the second hold icon is shifted to a changing icon, and the special effect symbol TZ4 of the fifth display mode is displayed. Starts to display the change and the change effect (second change effect) is started.

  Immediately thereafter, as shown in FIGS. 119 (c) and 119 (d), the image display device 14 executes a transition effect (predetermined effect) for shifting the effect mode (attracting the player's attention). . Specifically, the display unit 140 is configured so that the viewing of the effect image in the effect mode B1 (the effect mode image MD, the effect symbols TZ1 to TZ3, the consecutive times image OKG, the remaining number of times image NK, the background image, and the like) is restricted. Display the darkening effect on and darken it (black out). After the special effect design TZ4 and the right-handed image MU are displayed behind the haze image, the haze image is opened and displayed. At this time, the effect symbols TZ1 to TZ3 are reduced and displayed on the upper left of the screen.

  Then, when the cocoon image is completely opened and the transition effect is finished, as shown in FIGS. 119 (e) and 119 (f), the effect mode image MD indicating the effect mode B2, the consecutive times image OKG, The effect images in the effect mode B2 such as the remaining number of images NK and the background image are displayed (viewing is allowed), the effect symbols TZ1 to TZ3 in the same fourth display mode as before the transition effect start the variable display, and the specific game state is A countdown image CD indicating that the remaining number of times until the end is four is displayed.

  Thereafter, when the first special symbol is stopped and displayed after a predetermined time has elapsed, as shown in FIG. 119 (g), the effect symbols “4”, “7”, and “9” in the fourth display mode are stopped and displayed. At the same time, the special effect symbols “4”, “7”, and “9” are stopped and displayed, and the variation effect (second variation effect) ends. The countdown image is displayed for each variation effect until the remaining number of times until the specific gaming state is ended is zero.

  As described above, when the effect mode is shifted, the transition effect (predetermined effect) for shifting the effect mode (attracting the player's attention) is executed by the image display device 14, but unlike the normal game state. Since the display mode of the effect symbols is not switched, it is possible to reduce the unnaturalness and discomfort that the display modes of the effect symbols TZ1 to TZ3 are switched while the game is in progress.

  In addition, since the transition effect executed when the effect mode shifts in the specific gaming state is the same as the transition effect executed when the effect mode shifts in the normal gaming state, the effect mode shifts. This makes it easier for the player to detect what to do, and it is possible to improve the interest of the game.

  As a transition effect (predetermined effect), the display unit 140 is darkened (blacked out) to close and open the haze image, but only the darkening of the display unit 140 is performed without closing and opening the haze image. You may make it perform, and you may make it perform only closing and opening of a haze image, without performing the darkening of the display part 140. FIG. Further, instead of causing the display unit 140 to darken, a whitening effect may be displayed on the display unit 140 to cause whitening (whiteout).

  Further, while the transition effect is being executed, the effect symbols TZ1 to TZ3 are displayed on the display unit 140, but may not be displayed on the display unit 140.

  When a sub image display device is provided in addition to the image display device 14, the effect symbols TZ1 to TZ3 are displayed on the sub image display device during execution of the transition effect, and the image is displayed after the transition effect is completed. The effect symbols TZ1 to TZ3 may be displayed on the display device 14.

  Furthermore, about the effect symbols TZ1 to TZ3 displayed during the execution of the transition effect, the display mode corresponding to the effect mode before the transition may be set, or the display mode corresponding to the effect mode after the transition may be specified. It is good also as a 4th display mode corresponding to a game state, and good also as the 5th display mode same as special effect design TZ4.

  In addition, since the transition condition of the production mode is satisfied at the end of the variation production, the transition production is executed at the start of the first variation production after the transition condition is established, but the transition condition of the production mode is established. The transition effect may be executed at the end of the variation effect.

  In addition, in the specific gaming state, when the transition from the probability variation gaming state to the low-probability short-time gaming state, the production mode is not shifted, but the production mode may be shifted, even in that case, The production symbols TZ1 to TZ3 are preferably left in the fourth display mode.

(Display example of the last variation effect in a specific gaming state)
Next, a display example of the last variation effect in the specific game state (effect mode B2) will be described with reference to FIGS.

  First, with reference to FIG. 120, a display example in the case where the last variation effect in the specific game state (effect mode B2) is lost and the game state is shifted to the normal game state (effect mode A0) will be described.

  As shown in FIG. 120 (a), during the variation display of the second special symbol, the image display device 14 displays the variation effect symbols TZ1 to TZ3 in the fourth display mode and the special effect symbol TZ4 in the fifth display mode. The countdown image CD indicating that the variation effect (second variation effect) is being executed and the remaining number of times until the specific gaming state ends is 0 (last).

  Thereafter, when the last chance effect (implying effect) that expects the execution of the jackpot game (whether or not to shift to the normal game state) is not executed, as shown in FIG. 120 (b-1), the fourth display Variation display of the effect symbols TZ1 to TZ3 of the aspect continues.

  On the other hand, when the last chance effect is executed, as shown in FIG. 120B-2, the image display device 14 prompts the user to operate the character image indicating the last chance and the effect button 18A. A promotion image (button image BG) is displayed for a valid period, and the movable portion 17A of the effect accessory device 17 swings in the vertical direction. At this time, the effect lighting device 16 provided on the game board 2 and the effect lighting device 16 provided on the glass door Y2 have a lower light effect (appealing power) than a normal light emission mode (all LEDs or some LEDs). Brightness decrease, all LEDs or some LEDs are turned off, etc.).

  If the last chance effect is not executed, the effect button 18A is operated during the effective period, and the effect button 18A is not operated during the effective period, as shown in FIG. 120 (c). In the image display device 14, the effect mode is changed, and the result of the game in the advantageous period in which the specific game state is continuously (continuously) generated from the big hit game (first win) generated in the normal game state. The notification effect (predetermined effect) is executed, and the operation of the movable portion 17A of the effect accessory device 17 is stopped.

  Specifically, the display unit 140 is configured so that the viewing of the effect image in the effect mode B1 (the effect mode image MD, the effect symbols TZ1 to TZ3, the consecutive times image OKG, the remaining number of times image NK, the background image, and the like) is restricted. Display a darkening effect with poor color and make it dark (blackout). Then, a result notification image (end image, consecutive game count image OKG, which shows the result of the game in the advantageous period in which the specific game state is continuously (continuously) generated from the big hit game (first win) generated in the normal game state. Cumulative award ball number information SK) is displayed.

  In addition, the effect images TZ1 to TZ3 are reduced and displayed on the upper left of the screen, and the effect lighting device 16 provided on the game board 2 and the effect lighting device 16 provided on the glass door Y2 are more effective than the normal light emission mode. Loss emission mode (appealing power) is low (e.g., luminance reduction of all LEDs or some LEDs, extinction of all LEDs or some LEDs, etc.).

  When the result notification effect ends and the effect mode transition condition is satisfied, as shown in FIG. 120 (d), the effect mode image MD indicating the effect mode A0, the effect of the effect mode A0 such as the background image, and the like. An image is displayed (visual recognition is allowed), and the effect symbols “5”, “3”, and “4” in the first display mode switched from the fourth display mode are stopped and displayed, and the special effect symbols “5”, “3”, and “ 4 "is stopped and displayed, and the variation effect (second variation effect) ends. In addition, a left-handed image HU that prompts the player to launch a game ball toward the left area of the game area 2A is displayed on the upper left of the screen.

  Next, a display example when the last variation effect in the specific gaming state (effect mode B2) is a big hit will be described with reference to FIG. Here, a description will be given from the scene where the last chance effect is executed.

  As shown in FIG. 121 (a), the image display device 14 displays a character image indicating the last chance, and a promotion image (button image BG) for prompting the operation of the effect button 18A to display the effective period. Occurs, and the movable portion 17A of the effect accessory device 17 swings in the vertical direction. At this time, the lighting device 16 for presentation provided in the game board 2 and the lighting device for production provided in the glass door Y2 have a lighting effect (appealing power) lower than that of a normal light emitting mode (all LEDs or partial LEDs). Brightness decrease, all LEDs or some LEDs are turned off, etc.).

  When the effect button 18A is operated during the effective period, and when the effective period has elapsed, as shown in FIG. 121 (b), the image display apparatus 14 displays the effect image (effect) in the effect mode B2. The darkening effect and the lightning effect are displayed on the display unit 140 so that the visual recognition of the mode image, the design symbols TZ1 to TZ3, the background image, etc.) is restricted. Move to the starting position to emit light.

  At this time, the effect symbols TZ1 to TZ3, the special effect symbol TZ4, and the right-handed image MU are displayed on the near side of the darkening effect. In addition, the effect lighting device 16 provided on the game board 2 and the effect lighting device provided on the glass door Y2 have a higher effect (appealing power) than the normal light emission mode. LED lighting, LED rainbow light emission, etc.).

  Thereafter, when the last chance effect ends, as shown in FIG. 121 (c), effect mode image MD, effect symbols TZ1 to TZ3, effect images of effect mode B2 such as a background image are displayed (visual recognition is allowed), and the jackpot The effect display “1”, “1”, “1” in the fourth display mode that is a combination is stopped and displayed, and the special effect symbols “1”, “1”, “1” in the fifth display mode are stopped and displayed The (first variation effect) ends, and the opening effect of the jackpot game is executed.

  Next, with reference to FIG. 122, a display example will be described in the case where the last variation effect in the specific gaming state (effect mode B2) is a big hit with the reviving pattern. Here, a description will be given from the scene where the last chance effect is executed.

  As shown in FIG. 122 (a), the image display device 14 displays a character image indicating that it is the last chance, and a promotion image (button image BG) for prompting the operation of the effect button 18A to display the effective period. Occurs, and the movable portion 17A of the effect accessory device 17 swings in the vertical direction. At this time, the lighting device 16 for presentation provided in the game board 2 and the lighting device for production provided in the glass door Y2 have a lighting effect (appealing power) lower than that of a normal light emitting mode (all LEDs or partial LEDs). Brightness decrease, all LEDs or some LEDs are turned off, etc.).

  When the effect button 18A is operated during the effective period, or when the effect button 18A is not operated during the effective period, the image display device 14 sets the effect mode as shown in FIG. 122 (b). In addition to the transition, a result notification effect (predetermined effect) indicating the result of the game in the advantageous period in which the specific game state is continuously (continuously) generated from the big hit game (first win) generated in the normal game state is executed, The operation of the movable portion 17A of the effect accessory device 17 is stopped.

  Specifically, the display unit 140 is configured so that the viewing of the effect image in the effect mode B1 (the effect mode image MD, the effect symbols TZ1 to TZ3, the consecutive times image OKG, the remaining number of times image NK, the background image, and the like) is restricted. Display the darkening effect on and darken it (black out). Then, a result notification image (end image, consecutive game count image OKG, which shows the result of the game in the advantageous period in which the specific game state is continuously (continuously) generated from the big hit game (first win) generated in the normal game state. Cumulative award ball number information SK) is displayed.

  In addition, the effect images TZ1 to TZ3 are reduced and displayed on the upper left of the screen, and the effect lighting device 16 provided on the game board 2 and the effect lighting device 16 provided on the glass door Y2 are more effective than the normal light emission mode. Loss emission mode (appealing power) is low (e.g., luminance reduction of all LEDs or some LEDs, extinction of all LEDs or some LEDs, etc.).

  When the result notification effect ends, as shown in FIG. 122 (c), the effect mode image MD indicating that the effect mode A0 is in effect, although the transition condition to the effect mode A0 is not satisfied, the background The effect image of the effect mode A0 such as an image is displayed, and the effect symbols “5”, “3”, and “4” of the first display mode switched from the fourth display mode are stopped, but the special effect symbol TZ4 is displayed in a variable manner. Will continue.

  Thereafter, as shown in FIG. 122 (d), in the image display device 14, the display unit is controlled so that the viewing of the effect image (the effect mode image, the effect symbols TZ1 to TZ3, the background image, etc.) in the effect mode A0 is restricted. The darkening effect and the lightning effect are displayed on 140, and the movable portion 17A of the effecting accessory device 17 is moved to the position where the lightning effect starts, and is caused to emit light.

  At this time, the effect images TZ1 to TZ3 are changed again in a state of being reduced and displayed on the upper left of the screen, and the effect symbols TZ1 to TZ3, the special effect symbol TZ4 and the right-handed image MU are displayed on the near side of the darkening effect. Become. In addition, the effect lighting device 16 provided on the game board 2 and the effect lighting device provided on the glass door Y2 have a higher effect (appealing power) than the normal light emission mode. LED lighting, LED rainbow light emission, etc.).

  Thereafter, when the last chance effect ends, as shown in FIG. 122 (e), effect mode B2 such as effect mode image MD, effect symbols TZ1 to TZ3, background image, and the like are displayed, which is a combination of jackpots. The display patterns “1”, “1”, and “1” in the display mode are stopped and displayed, and the special display patterns “1”, “1”, and “1” in the fifth display mode are stopped and displayed. ) Ends.

  When the opening effect of the jackpot game is started, as shown in FIG. 122 (f), the right-handed image MU for opening is displayed on the upper right of the display unit 140, and the jackpot game is displayed on the remaining part of the display unit 140. An opening image OPG indicating that the opening is present is displayed.

  Thereafter, when the first round game is started, a round effect is executed as shown in FIG. 122 (g). Specifically, round information indicating the first round game, right-handed image MU, cumulative prize ball number information SK inheriting the cumulative number of prize balls displayed during the result notification effect, jackpot game The effect design TZ that is the execution opportunity is displayed.

  Thus, when shifting to the normal gaming state (effect mode A0), the image display device 14 shifts to the normal gaming state (effect mode A0) and specifies from the big hit game (first win) that occurred in the normal gaming state. The result notification effect (predetermined effect) indicating the result of the game during the advantageous period in which the game state is continuously (continuous) is generated, and the effect pattern of the display mode corresponding to the normal game state (effect mode A0) is displayed. Since it is displayed, the player's attention can be attracted to the transition effect, and it is possible to reduce the unnaturalness and discomfort that the display mode of the effect symbols TZ1 to TZ3 is switched during the game.

  In addition, when moving to the normal gaming state (effect mode A0), after the movable part 17A of the effect accessory device 17 is operated, an effect design in a display mode corresponding to the normal game state (effect mode A0) is displayed. Therefore, the player's attention can be attracted to the operation of the movable portion 17A, and the unnaturalness and discomfort that the display mode of the effect symbols TZ1 to TZ3 is switched during the game can be reduced.

  In addition, when the last variation effect in the specific game state (effect mode B2) is a big hit with the reviving pattern, after the effect symbols TZ1 to TZ3 of the display mode corresponding to the effect mode A0 are displayed, the effect accessory device Since the 17 movable parts 17A are operated to display the effect symbols TZ1 to TZ3 in the display mode corresponding to the specific game state (effect mode B2), it is possible to attract the player's attention to the action of the movable part 17A. It is possible to reduce unnaturalness and uncomfortable feeling that the display styles of the effect symbols TZ1 to TZ3 are switched during execution of the change effect.

  Although the effect symbols TZ1 to TZ3 are reduced and displayed on the upper left of the display unit 140 during execution of the result notification effect, they may not be displayed.

  In the present embodiment, in the effect mode A0, the effect symbols TZ1 to TZ3 are displayed in the first display mode as in the effect mode A1, but the effect symbols TZ1 to TZ3 are displayed in the same manner as the effect mode B2. May be displayed in the fourth display mode. In this way, the player's willingness to play after the end of the specific gaming state can be increased, and the operation of the gaming machine Y can be improved.

  Further, in the present embodiment, when the effect symbols TZ1 to TZ3 temporarily stop in the normal gaming state, the character image CYG of the effect symbols TZ1 to TZ3 does not execute the stop action effect, but temporarily stops. Sometimes the action effect at the time of stopping the character images CYG of the effect symbols TZ1 to TZ3 may be executed, or when the change of the effect symbols TZ1 to TZ3 is started, the character image CYG of the effect symbols TZ1 to TZ3 is predetermined. You may make it perform the action production at the time of starting performing an action. In this case, the start action effect and the stop action effect may be the same or different.

  Moreover, in this embodiment, in the transition effect for shifting the effect mode, the same display mode is used regardless of the type of haze image displayed on the image display device 14. In the case of executing a notice effect that expects the execution of the jackpot game, the display mode of the bag image may be a special display mode different from the normal display mode.

  In the present embodiment, the result notification effect is always executed when shifting from the specific game state (effect mode B2) to the normal game state (effect mode A0). Instead, a transition effect may be executed in which a whitening effect is displayed on the display unit 140 and whitened out (whiteout), or a darkening effect is displayed on the display unit 140 and darkened (blacked out). An effect may be executed.

  In the present embodiment, the size of the production symbols TZ1 to TZ3 is not changed between the probability variation gaming state (production mode B1) and the low probability short-time gaming state (production mode B2). The sizes of the production symbols TZ1 to TZ3 may be made different between the mode B1) and the low-probability short-time gaming state (production mode B2). For example, the effect symbols TZ1 to TZ3 may be displayed larger in the low-probability short-time gaming state (effect mode B2) than in the probability-changing gaming state (effect mode B1).

  In the present embodiment, when the specific effects (SP reach effect, SPSP reach effect) are executed regardless of whether the game is in the normal game state or the specific game state, the effect symbols TZ1 to TZ3 are the first. Although displayed in four display modes, the effect symbols TZ1 to TZ3 are displayed in one of the normal game state and the specific game state, but the effect symbols TZ1 to TZ3 are displayed in the other of the normal game state and the specific game state. You may make it not display.

  By the way, in the conventional gaming machine, when the change display of the symbol executed based on the establishment of the start condition becomes a special result determined in advance, it is general that the special game advantageous to the player can be executed. In such a gaming machine, there is one in which an effect symbol is displayed on the display means and a variation effect accompanied by an effect symbol variation display is executed during the symbol variation display (for example, Japanese Patent Application Laid-Open No. 2014-073377). Issue gazette). However, in the gaming machine described in the above-mentioned patent document, there is a room for improvement in the display content of the display means, and there is a problem that the interest of the game is low.

  As a configuration for solving the above problem, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol (special) executed based on the establishment of the starting condition (the entry of the game ball into the starting port) When the display of the variation of the symbol is a predetermined special result, in a gaming machine capable of executing a special game (big hit game) advantageous to the player, the normal gaming state and the player more advantageous than the normal gaming state The game state control means (main control board 101) that can be controlled to the specific game state and the display means (image display device 14) display the effect symbol, and the change of the effect symbol is displayed during the change display of the symbol. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect with display, and the change effect execution means includes a specific effect (SP reach effect) during the change effect. , SPS Reach effect) can be executed, the effect symbols are displayed in a predetermined display mode (first to third display modes) in the normal gaming state, and the effect symbols are displayed in the specific game state from the predetermined display mode. Is displayed in a specific display mode (fourth display mode) with a low decorative property (simple design, few colors, dark colors, etc.), and the display means is used to shift from the specific game state to the normal game state. When the predetermined effect (result notification effect) is executed to switch the effect symbol from a specific display mode to a predetermined display mode, and the specific effect is executed during the variation effect in the normal gaming state, the effect The design is switched from a predetermined display mode to a specific display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by a change display of the change effect, and the change effect execution means includes a specific effect (SP) during the change effect. Reach production, PSP reach effect) can be executed, the effect symbols are displayed in a predetermined display mode (first to third display modes) in the normal gaming state, and the effect symbols are displayed in the specific game state in the predetermined display mode. Display in a specific display mode (fourth display mode) having a lower decorative property (simple design, less color, dark color, etc.), and when the transition from the specific game state to the normal game state, the display When a predetermined effect (result notification effect) is executed by means to switch the effect symbol from a specific display mode to a predetermined display mode, and the specific effect is executed during the variation effect in the normal gaming state, The effect symbol is switched from a predetermined display mode to a specific display mode, but when the specific effect is executed during the variation effect in the specific gaming state, the effect symbol is changed to a specific display mode. It is adapted to or maintained. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Fluctuation effect executing means (effect control board 102, image control board 105) capable of executing a change effect accompanied by a change display, and an effect mode control means (effect control group) for changing the effect mode for executing the change effect. 102, the image control board 105), and the variation effect executing means displays the effect symbols in a predetermined display mode (first to third display modes) in the normal gaming state, and in the specific gaming state The effect design is displayed in a specific display mode (fourth display mode) that is less decorative than the predetermined display mode (simple design, few colors, dark colors, etc.), and the normal game is started from the specific game state. When transitioning to a state, the display means executes a predetermined effect (result notification effect) to switch the effect symbol from a specific display mode to a predetermined display mode, and the effect mode changes during the specific gaming state. In this case, the effect design is maintained in a specific display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by a change display of the symbol, and a special symbol (special effect symbol) corresponding to the execution of the variable display of the symbol Realize variable display Special variation display means (effect control board 102, image control board 105) capable of performing, and the fluctuation effect execution means displays the effect symbols in a predetermined display mode (first to first) in the normal gaming state. A specific display mode (fourth display mode), which is displayed in three display modes) and has a lower decorative property (simple design, fewer colors, dark colors, etc.) than the predetermined display mode in the specific gaming state. ) And when changing from the specific game state to the normal game state, the display means executes a predetermined effect (result notification effect) to switch the effect symbol from a specific display mode to a predetermined display mode. The special variation display means displays the special symbol in a common display mode (fifth display mode) regardless of the normal game state or the specific game state. . By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied with a change display of the change effect, and the change effect execution means displays the effect symbol in the normal gaming state. Predetermined Display in a display mode (first to third display modes), and in the specific gaming state, the effect design is less decorative than the predetermined display mode (design is simple, color is less, dark color, etc.) When displaying in the display mode (fourth display mode) and shifting from the specific game state to the normal game state, the display means starts the specific game state from the big hit game (first win) generated in the normal game state. The notification effect (result notification effect) for notifying the result of the game in the continuous (continuous) advantageous period) is executed to switch the effect symbol from a specific display mode to a predetermined display mode. ing. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied with a change display of the change effect, and the change effect execution means displays the effect symbol in the normal gaming state. Predetermined Display in a display mode (first to third display modes), and in the specific gaming state, the effect design is less decorative than the predetermined display mode (design is simple, color is less, dark color, etc.) When displaying in the display mode (fourth display mode) and shifting from the specific game state to the normal game state, a specific effect display (result notification effect) in which the display means lowers the color than the normal effect display. , Transition effect) is executed to switch the effect symbol from a specific display mode to a predetermined display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) Operation means (effect buttons) that can be operated by a player in a gaming machine capable of executing a special game (bonus game) that is advantageous to the player when the variation display of the (special symbol) has a predetermined special result. ), A normal game state, and a game state control means (main control board 101) that can be controlled to a specific game state that is more advantageous to the player than the normal game state, and a display means (image display device 14) And a variation effect execution means (effect control board 102 and image control board 105) capable of displaying the effect symbol and executing a variation effect accompanied by the variation display of the effect symbol during the variation display of the symbol. , The variation effect The line means displays the effect symbol in a predetermined display mode (first to third display modes) in the normal gaming state, and the effect symbol is lower in decoration than the predetermined display mode in the specific gaming state. (Simple design, few colors, dark colors, etc.) Displayed in a specific display mode (fourth display mode), and in the variation effect in the specific gaming state, the normal gaming state is changed based on the operation of the operating means. When a suggestion effect (last chance effect) on whether or not to transition is executed and the transition to the normal game state is made, after the suggestion effect, the display means performs a predetermined period (a big hit game (first win ) To perform a notification effect (result notification effect) for notifying the result of the game in the advantageous period during which the specific game state is continuously (continuously) generated). The switching to a preset display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the normal gaming state and the player more than the normal gaming state. A game state control means (main control board 101) that can be controlled to an advantageous specific game state and a display means (image display device 14) display effect symbols, and the effect symbols are displayed during the variation display of the symbols. Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied with a change display of the change effect, and the change effect execution means displays the effect symbol in the normal gaming state. Predetermined Display in a display mode (first to third display modes), and in the specific gaming state, the effect design is less decorative than the predetermined display mode (design is simple, color is less, dark color, etc.) When displaying in the display mode (fourth display mode) and shifting to the specific gaming state, the display means executes a predetermined effect (transition effect) and displays the effect symbol in a specific display mode. ing. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). , Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, and an effect mode for executing the change effect Can be controlled to a predetermined production mode (one of the production modes A0 to A3 and the production modes B1 to B2) and a specific production mode (the other of the production modes A0 to A3 and the production modes B1 to B2). Outgoing mode control means (effect control board 102, image control board 105), and the fluctuation effect execution means displays the effect symbols in a predetermined display mode (first to third display modes) in the predetermined effect mode. One of the fourth display modes), and in the specific production mode, the production symbols in a specific display mode (the other of the first to third display modes and the fourth display mode) different from the predetermined display mode. When displaying and shifting from the predetermined effect mode to the specific effect mode, the display means executes a predetermined effect (transition effect, result notification effect) and displays the effect symbol from a predetermined display mode. Switch to the mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). And a variation effect executing means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, A specific effect (SP reach effect, SPSP reach effect) can be executed during the variation effect, and the effect symbol is displayed in a predetermined display mode (Tables 1 to 3) before the specific effect is executed in the change effect. Display mode, and during the execution of the specific effect in the variation effect, the display design of the effect design is lower than the predetermined display mode (simple design, fewer colors, dark colors, etc.) In the case of displaying in (fourth display mode) and executing the specific effect during the variation effect, the display means executes the predetermined effect (development effect) and displays the effect symbol from the predetermined display mode. Switch to the mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). And a variation effect executing means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, A specific effect (SP reach effect, SPSP reach effect) can be executed during the variation effect, and during the non-execution of the specific effect in the variation effect, the effect symbol is displayed in a predetermined display mode (first to third). Specified display), and during the execution of the specific effect in the variable effect, the display of the effect design is less decorative than the predetermined display mode (simple design, fewer colors, dark colors, etc.) When displaying in a mode (fourth display mode) and ending the specific effect during the variation effect, a predetermined effect (return effect) is executed by the display means, and the effect symbol is determined from a specific display mode. The display mode is switched. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). And a variation effect executing means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, A specific effect (SP reach effect, SPSP reach effect) can be executed during the variation effect, and the effect symbol is displayed in a predetermined display mode (Tables 1 to 3) before the specific effect is executed in the change effect. Display mode, and during the execution of the specific effect in the variation effect, the display design of the effect design is lower than the predetermined display mode (simple design, fewer colors, dark colors, etc.) In the case of displaying in the (fourth display mode) and starting the specific effect during the variation effect, the display means executes the predetermined effect (development effect) to identify the effect symbol from the predetermined display mode. When the display effect is switched to the display effect and the specific effect is ended during the changing effect, the display means executes a predetermined effect (return effect) to switch the effect symbol from the specific display mode to the predetermined display mode. It has become. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol is changed in advance, a movable member that can be operated in a predetermined manner in a gaming machine that can execute a special game advantageous to the player (a jackpot game) The moving part of the apparatus) and the display means (image display device 14) display the effect symbol, and the change effect execution means capable of executing the change effect accompanied with the change display of the effect symbol during the change display of the symbol. (The production control board 102, the image control board 105), and the variation production execution means can execute a specific production (SP reach production, SPSP reach production) during the production of the production, specific Before the execution of the output, the effect design is displayed in a predetermined display mode (first to third display modes), and during the execution of the specific effect in the variation effect, the effect design is displayed more than the predetermined display mode. When displaying in a specific display mode (fourth display mode) with low decorativeness (simple design, few colors, dark colors, etc.) and starting the specific effect during the variable effect, the movable member is operated. Thus, the effect design is switched from a predetermined display mode to a specific display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the display means (image display device 14) displays the effect symbol. , Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, and an effect mode for executing the change effect Effect mode control means (effect control board 102) capable of controlling the first effect mode (effect mode A1), the second effect mode (effect mode A2), and the third effect mode (effect mode A3). And the variation effect executing means displays the effect symbol in the first display mode in the first effect mode and the effect symbol in the second display mode in the second effect mode. In the third effect mode, the effect symbol is displayed in a third display mode, and when the effect mode shifts, a predetermined effect (transition effect) is executed by the display means to display the effect symbol. The predetermined effect in the case of shifting from the first effect mode to the second effect mode and the predetermined effect in the case of shifting from the second effect mode to the third effect mode are the same or similar effects It can be implemented in a manner. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the special display of the special symbol is changed in advance, a movable member that can be operated in a predetermined manner in a gaming machine that can execute a special game advantageous to the player (a jackpot game) The moving part of the apparatus) and the display means (image display device 14) display the effect symbol, and the change effect execution means capable of executing the change effect accompanied with the change display of the effect symbol during the change display of the symbol. (Production control board 102, image control board 105) and the production mode for executing the above-mentioned fluctuation production are the first production mode (one of production modes A0 to A3 and production mode B1 to B2) and the second production mode. (Direction mode A0 Effect mode control means (effect control board 102, image control board 105) that can be controlled to A3 and the other of the effect modes B1 to B2, and the variation effect execution means is the first effect. In the mode, the effect symbol is displayed in the first display mode, and in the second effect mode, the effect symbol is displayed in a second display mode different from the first display mode, and from the first effect mode When shifting to the second effect mode, the effect member is operated to switch the effect symbol from the first display mode to the second display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the first game state (normal game state) and the first game state A gaming state control means (main control board 101) capable of controlling the gaming state to a second gaming state (probability changing gaming state, low-probability short-time gaming state) having a different degree of advantage to the player, and display means ( An effect display execution means (effect control board 102, image control board 105) capable of displaying an effect symbol on the image display device 14) and executing an effect effect with the effect symbol change display during the symbol change display. And comprising the above The dynamic effect execution means displays the effect symbol in a predetermined display mode (first to third display modes) in the first gaming state, and is different from the predetermined display mode in the second gaming state (design is different). When displaying in a specific display mode (fourth display mode) and shifting from the second game state to the first game state, a predetermined effect (transition effect) is displayed on the display means. ) To switch the effect symbol from a specific display mode to a predetermined display mode, and the number of types (12 types) of the effect symbols to be stopped and displayed during the variation effect in the first gaming state, The number of types (9 types) of the effect symbols that are stopped and displayed during the variation effect in the second gaming state is different. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). , Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, and an effect mode for executing the change effect Production mode control means capable of controlling the first production mode (any of the production modes A0 to A3) and the second production mode (the rest of the production modes A0 to A3), The variation production The first variation effect executed during the display of the variation of the symbol based on the establishment of the first start condition (the game ball entering the first start port) and the establishment of the second start condition (second start) And a second variation effect executed during the variation display of the symbol based on the game ball entering the mouth), and the variation effect execution means displays the effect symbol as a first effect in the first effect mode. A second display mode (first to third display) that is displayed in a display mode (any one of the first to third display modes) and that has the effect symbol different from the first display mode in the second display mode In the case of displaying in the remaining mode) and shifting from the first effect mode to the second effect mode, a predetermined effect (transition effect) is executed by the display means and the effect symbol is displayed in the first display mode. To the second display mode, during the first production mode, Regardless of whether 1 is a second variation effect either change effect, it is adapted to perform said variation effect by using a performance symbol of the first display form. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) If the special display of the special symbol is a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the unexecuted An effect symbol is displayed on a storage unit (main control board 101) capable of holding a variable display of symbols up to a predetermined number, and a display unit (image display device 14), and the effect symbol is displayed during the variation display of the symbol. The change effect execution means (the effect control board 102 and the image control board 105) capable of executing the change effect accompanied by the change display and the effect mode for executing the change effect are the first effect mode (effect mode A0). ~ A3 Any one) and a second production mode (the rest of the production modes A0 to A3), and production mode control means (production control board 102, image control board 105) that can be controlled. The execution means displays the effect symbol in the first display mode (any one of the first to third display modes) in the first effect mode, and the effect symbol is displayed in the first effect mode in the first effect mode. When the display mode is changed to the second display mode (remaining first to third display modes) different from the first display mode and the second display mode is shifted from the first display mode, the display unit performs a predetermined display. (Transition effect) is executed to switch the effect symbol from the first display mode to the second display mode, and the second display mode is changed even if the display is changed during the first effect mode. When executed during the production mode of And the performance symbols in the fluctuation effect performed during variable display of figure patterns adapted for displaying in a second display mode. By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) becomes a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the effect display symbol is displayed on the display means (image display device 14). , Variation effect execution means (effect control board 102, image control board 105) capable of executing a change effect accompanied by the change display of the effect symbol during the change display of the symbol, and an effect mode for executing the change effect Effect mode control means (effect control board 102, image control board 10) capable of controlling the first effect mode (effect modes A0 to A3) and the second effect mode (effect modes B1 to B2). The variation effect executing means displays the effect symbols in the first display mode (first to third display modes) in the first effect mode, and in the second effect mode, the The effect design is displayed in a second display mode (fourth display mode) different from the first display mode (simple design, few colors, dark colors, etc.), and the first display mode is changed to the first display mode. When transitioning to the effect mode, when the display means executes a predetermined effect (transition effect) to switch the effect symbol from the second display mode to the first display mode, and when the game machine is restored from power-off, When the first effect mode is controlled, the effect symbols are displayed in the first display mode, while when the second effect mode is controlled, the effect symbols are displayed in the second display mode. The identification information is common identification information (“1”). 3 "," adapted to the 5 "). By doing in this way, it becomes possible to improve the interest of the game.

  In addition, as a configuration for solving the above problems, according to the gaming machine Y of the first embodiment or the second embodiment, the symbol executed based on the establishment of the start condition (the entry of the game ball into the start port) When the variation display of (special symbol) has a predetermined special result, in the gaming machine capable of executing a special game (bonus game) advantageous to the player, the first game state (normal game state) and the first game state A game state control means capable of controlling to a second game state (probability change game state, low probability short time game state) more advantageous to the player than the game state, and a display design (image display device 14) Variation effect execution means (effect control board 102, image control board 105) capable of displaying and executing a fluctuation effect accompanied by the change display of the effect symbol during the variation display of the symbol. The execution means is the first game In the state, the effect symbols are displayed in a predetermined display mode (first to third display modes), and in the second gaming state, the effect symbols are less decorative than the predetermined display mode (simple design, color When displaying in a specific display mode (the rest of the fourth display mode) and shifting from the second game state to the first game state, a predetermined effect (transition effect) is displayed on the display means. Is executed to switch the effect design from a predetermined display mode to a specific display mode, so that there are more types of the predetermined display mode (three types) than types of the specific display mode (one type). It has become. By doing in this way, it becomes possible to improve the interest of the game.

  Note that the gaming machine Y of the present embodiment shifts to a high-probability gaming state for a predetermined number of times after the completion of all jackpot games. When a game ball passes through a specific area provided inside the second big prize opening, it may be a gaming machine that shifts to a high-probability gaming state for a predetermined number of times after the end of the big hit game.

  In addition, after all jackpot games are over, if the player transitions to the high probability gaming state and wins the falling lottery executed at the start of the special symbol variation display in the high probability gaming state, the high probability gaming state is terminated and the normal A gaming machine that returns to a gaming state may be used.

  In addition, when the type of the jackpot special symbol is a normal symbol, the game is shifted to a low probability gaming state after the jackpot game ends, and when the jackpot special symbol type is a specific symbol, the next game after the jackpot game ends. It may be a gaming machine that shifts to a high-probability gaming state that continues until a jackpot game.

  In addition, in the gaming machine Y of the present embodiment, the fluctuation display of the first special symbol and the fluctuation display of the second special symbol are not executed simultaneously (in parallel), and the fluctuation display of the second special symbol is executed with priority. However, it may be a gaming machine in which the variable display of the first special symbol and the variable display of the second special symbol are executed simultaneously (in parallel), or the variable display of the first special symbol has priority. May be executed.

  Hereinafter, a pachinko gaming machine 2301 as an embodiment of a gaming machine provided with display means unique to the present invention will be described with reference to the drawings as appropriate. The embodiment described above may also be applied to the configuration described below.

<Embodiment A>
[Configuration of pachinko gaming machine 2301]
A schematic configuration of the gaming machine 2301 will be described with reference to FIG. FIG. 123 is a schematic front view of the gaming machine 2301 of the present embodiment. The gaming machine 2301 is configured to fire a game ball based on a player's launch operation, and when a game ball wins a specific winning device, a predetermined number of game balls are paid out to the player based on the win. It is a pachinko machine. Note that the gaming machine 2301 of this embodiment is a pachinko gaming machine called a type 1 type.

  As shown in FIG. 123, the gaming machine 2301 is provided with a gaming board 2310 provided with a prize and a character relating to determination and a frame member 2311 surrounding the gaming board 2310. The detailed configuration of the game board 2310 is not shown (blank) in FIG. 123, and will be described later with reference to FIG.

  The frame member 2311 is a so-called glass frame that supports a transparent glass plate arranged in parallel with the board surface of the game board 2310 at a predetermined interval. A game area 2312 in which a game ball can flow down is formed by the glass plate supported by the frame member 2311 and the game board 2310.

  The frame member 2311 has a frame lamp 2313 that emits light for production or the like in the upper center. Speakers 2314 are provided on the left and right sides of the frame lamp 2313. In addition, the frame member 2311 has a configuration in which a lower portion protrudes toward the player side, and a circular effect button 2315 is provided on the upper surface of the protruding portion. An effect key 2316 including four push buttons is provided on the left side of the effect button 2315. Further, on the back side of the effect button 2315, a dish 2317 for guiding the game ball to a launching device (not shown) is provided. The frame member 2311 has a handle 2318 at the lower right side. A lever 2319 is rotatably attached to the handle 2318. In addition, the handle 2318 is provided with a stop button 2320 for temporarily stopping the launch of the game ball regardless of the rotation of the lever 2319.

  With reference to FIG. 124, a specific configuration of the game board 2310 arranged at a substantially central portion in the gaming machine 2301 will be described. As shown in FIG. 124, the game board 2310 is configured by arranging game nails and various accessories on a plate-like plate-like member 2400, and has a liquid crystal display device 2401 in the center thereof. . In addition, the game board 2310 includes a first starting device 2402, a second starting device 2403, an electric tulip 2404, two gates 2405, a big winning device 2406, four general winning devices 2407, A display 2408 is provided as display means.

  In addition to the display 2408, a sub-display 2420 may be provided as a display means in the game area 2312. For example, the sub-display 2420 may be arranged below the game ball guiding member 2419 arranged along the inner rail 2410b on the right side in the game area 2312.

  The game board 2310 includes a first central movable accessory 2411, a second central movable accessory 2412, a lower right movable accessory 2413, a lower left movable accessory 2414 as a movable (electric) accessory (gimmick) for production. It has a right middle movable accessory 2415, a left middle movable accessory 2416, an upper right movable accessory 2417, and a left upper movable accessory 2418. Each of these movable accessories 2411 to 2418 is individually driven by a stepping motor. Further, the driving of each movable accessory 2411 to 2418 by the stepping motor is controlled by a lamp control board 2540 (see FIG. 125), as will be described later.

  The first starter 2402 is provided in the left and right center of the game board 2310 below the liquid crystal display device 2401. A second starter 2403 is provided below the first starter 2402. In addition, an electric tulip 2404 as a normal electric accessory is provided in the vicinity of the second starting device 2403. One gate 2405 is provided at each of the lower right side and upper left side of the game board 2310. A big winning device 2406 is provided on the lower right side of the liquid crystal display device 2401. Three of the four general winning devices 2407 are provided in the lower left portion of the game board 2310, and the remaining one is provided in the lower right portion of the game board 2310. A discharge device 2409 for discharging game balls that have not won a prize is provided at the bottom of the game board 2310.

  123 and 124, when the player holds the handle 2318 and rotates the lever 2319 in the clockwise direction, the game balls stored in the plate 2317 are guided to the launching device (not shown). The ball is fired toward the game area 2312 with a hitting force corresponding to the rotation angle of the lever 2319. The game ball launched by the launching device rises between the outer rail 2410a and the inner rail 2410b provided on the left end side of the game board 2310, and eventually reaches the upper part in the game area 2312. The game ball that has reached the upper part in the game area 2312 then falls in the game area 2312. At this time, the game ball falls on the board of the game board 2310 while changing its moving direction by making contact with a plurality of nails or windmills provided in the game area 2312 (unpredictably). As described above, the launch of the game ball is temporarily stopped when the player operates the stop button 2320.

  When a player launches a game ball by rotating the lever 2319, when the player makes a so-called “left-handed” operation in which the lever 2319 of the handle 2318 is rotated at a small rotation angle, It is launched with a relatively weak hitting force. In this case, the game ball flows down the left area in the game area 2312 as illustrated by the wavy arrow A in FIG. On the other hand, when the player performs so-called “right strike” in which the lever 2319 is rotated at a large rotation angle, the game ball is launched with a relatively strong hitting force. In this case, the game ball flows down the right area in the game area 2312 as illustrated by the wavy arrow B in FIG. Therefore, “right-handed” is required to win the right gate 2405 and the big winning device 2406.

  The first starter 2402 is a starter that is always open. The first starter 2402 is provided with a first start port detection switch 2504 (see FIG. 125) that detects the entry of a game ball. When the first start port detection switch 2504 detects that a game ball has entered and wins a prize, it is determined whether or not a big hit game advantageous to the player is executed, and the result of the determination is displayed on the display 2408 (or sub-display). A predetermined prize ball (for example, three game balls) is paid out while being displayed on the display 2420).

  The second starter 2403 is a starter that is opened only when the electric tulip 2404 is operating. The second starter 2403 is provided with a second start port detection switch 2505 (see FIG. 125) that detects the entry of a game ball. When the second starting port detection switch 2505 detects that a game ball has entered and wins a prize, it is determined whether or not a big hit game advantageous to the player is executed, as in the case of the first starting device 2402. The determination result is displayed on the display 2408 (or the sub-display 2420), and a predetermined prize ball (for example, three game balls) is paid out.

  In the following description, the determination executed on the condition of winning the first starter 2402 is referred to as “first special symbol determination”, and the determination executed on the condition of winning the second starter 2403. This is referred to as “second special symbol determination”, and these determinations are collectively referred to as “special symbol determination”.

  The special winning device 2406 is opened according to the result of the special symbol determination. A plate for opening and closing the big prize device 2406 is provided at the opening of the big prize device 2406. The big winning device 2406 is normally closed by this plate. On the other hand, when a predetermined big hit symbol indicating that the determination result of the special symbol determination is “big hit” is stopped and displayed on the display 2408 (or the sub-display 2420), that is, when a big hit occurs, A big hit game is executed in which the plate is operated to open the big prize device 2406. For this reason, the player can obtain more prize balls by making a right hit during the jackpot game compared to when the jackpot game is not being played.

  The electric tulip 2404 is disposed in the vicinity of the second starter 2403 and has one plate for closing or opening an opening into which a game ball enters the second starter 2403. The electric tulip 2404 can change its posture between an open posture in which the plate opens the opening of the second starting device 2403 (see FIG. 124) and a closed posture (not shown) in which the opening of the second starting device 2403 is closed. It is configured.

  The second starter 2403 is normally closed by an electric tulip 2404. On the other hand, when the game ball passes through the gate 2405, it is determined whether or not the second starter 2403 is to be opened, although no prize ball is paid out. Here, when it is determined that the second starting device 2403 is to be opened, the operation of returning the closed position after the plate of the electric tulip 2404 has been maintained for a specified time is repeated a specified number of times. As described above, the second starting device 2403 is in a state in which it is difficult for the game ball to pass when the electric tulip 2404 is not operated (that is, when the plate is in the closed position), whereas the electric tulip 2404 is operated. When this is done (that is, when the plate is in the open position), the game ball easily passes. In the following description, the determination executed on condition that a game ball wins the gate 2405 is referred to as “ordinary symbol determination”.

  The four general winning devices 2407 are always open like the first starting device 2402, and are a winning device having a predetermined number of winning balls by winning a game ball. Unlike the first starting device 2402, etc., even if a game ball wins the general winning device 2407, no determination is made.

  Each movable combination 2411 to 2418 as a gimmick for performance is a combination that is driven in order to give the player various expectations, and each has a predetermined driving pattern according to the progress of the game. It is driven by. FIG. 124 shows a state in which each movable accessory 2411 to 2418 is located at the initial position before the start of driving.

The first central movable accessory 2411 is driven upward from the initial position shown in FIG. 124 at a predetermined drive timing.
The second central movable accessory 2412 is driven downward from the initial position shown in FIG. 124 at a predetermined drive timing.

The lower right movable accessory 2413 is driven leftward from the initial position shown in FIG. 124 at a predetermined drive timing.
The lower left movable accessory 2414 is driven rightward from the initial position shown in FIG. 124 at a predetermined drive timing.

The right middle movable accessory 2415 is driven leftward from the initial position shown in FIG. 124 at a predetermined drive timing.
The left middle movable accessory 2416 is driven rightward from the initial position shown in FIG. 124 at a predetermined drive timing.

The upper right movable accessory 2417 is driven from the initial position shown in FIG. 124 in the diagonally downward left direction at a predetermined drive timing.
The upper left movable accessory 2418 is driven from the initial position shown in FIG. 124 in the diagonally downward right direction at a predetermined drive timing.

[Overview of Display 2408 and Sub Display 2420]
FIG. 140 is an example of a front view of the display 2408. In the present embodiment, the display 2408 is disposed adjacent to the outer rail 2410a at the lower left of the game area 2312, but is not limited to this and can be disposed at various positions.

  The display 2408 mainly displays information related to special symbol determination and normal symbol determination (in other words, information related to profits given to the player in the game). More specifically, the display 2408 includes the first and second special symbol displays 4000 and 4010, the first and second special symbol hold displays 4001 and 4011, the probability variation display 4020, the time reduction display 4021, and the right-handed display. 4022, a jackpot round number display 4030, a normal symbol display 4040, and a normal symbol hold display 4041. Details of these indicators will be described later.

  The sub-display 2420 also displays information relating to the benefits given to the player in the game, and similarly, the first and second special symbol displays and the first and second special symbol hold displays. It can be configured as a display unit, a probability change display, a time reduction display, a right-handed display, a jackpot round number display, a normal symbol display, and a normal symbol hold display.

  If both the display device 2408 and the sub-display device 2420 are mounted, each of the functions as the display devices 4000 to 4041 described above is assigned to either the display device 2408 or the sub-display device 2420. If one of the display 2408 or the sub-display 2420 is mounted, the mounted display 2408 or the sub-display 2420 has all the functions as the above-described displays 4000 to 4041. .

[Details of Display 2408]
As shown in FIG. 140, the display 2408 has a plurality of LEDs 4045 arranged in two rows. When displaying information related to the profits given to the player by the game using only the display 2408, these LEDs 4045 are displayed on the first and second special symbol displays 4000 and 4010 and the first and second special symbol hold. The display units 4001 and 4011, the probability change display unit 4020, the time reduction display unit 4021, the right-handed display unit 4022, the jackpot round number display unit 4030, the normal symbol display unit 4040, and the normal symbol hold display unit 4041 are configured. The LEDs 4045 are arranged in two rows in parallel along the launch path of the game balls formed by the rails 2410a and 2410b (see FIG. 124). Note that the arrangement of the LEDs 4045 is not limited to this, and each LED 4045 may be arranged in one row along the launch path of the game balls, or may be arranged in three or more rows. They may be arranged regardless of the passage.

  As shown in FIGS. 142-1 and 142-2, the display 2408 includes a display substrate 4200 on which a plurality of LEDs 4045 are surface-mounted, a cover member 4202 that covers at least the front side of the display substrate 4200, and a display. And a protective member 4204 disposed on the rear side of the substrate 4200 for use. The display 2408 is installed in a standing posture so that the display substrate 4200 disposed between the cover member 4202 and the protection member 4204 is along the board surface of the game board 2310. The display 2408 is configured to be difficult or inaccessible from the outside to the display substrate 4200 by the cover member 4202 and the protection member 4204. The display 2408 is attached to the plate member 2400 by fitting into an attachment opening (not shown) formed in the plate member 2400 constituting the game board 2310, and the front side faces the front side of the game board 2310. The light from the LED 4045 is visible. The display 2408 has a rear surface facing the back side of the game board 2310 (plate member 2400), and an access from a back side of the game board 2310 to a connector 4100 (FIG. 141) provided so as to face the back side. It is possible.

  The display 2408 is attached to the game board 2310 by fixing the cover member 4202 or the protection member 4204 constituting the outer shell of the display 2408 by screwing, bonding, or other methods. Here, the display 2408 is configured such that it is difficult to remove, reassemble, or leave a trace on either the display 2408 or the game board 2310 with respect to the game board 2310 due to adhesion or the like. It may be attached. In other words, the attachment structure of the display 2408 and the game board 2310 is a structure that is difficult to remove without destroying the game board 2310 or the display 2408, and the game board 2310 or the display 2408 is destroyed or deformed by the removal. Thus, at least one of the configurations that cannot be assembled as in the original configuration, and that the game board 2310 or the display 2408 is destroyed or deformed by the removal, so that the game board 2310 or the display 2408 leaves a trace of removal. It may be.

  As shown in FIG. 144, the display board 4200 is a printed board in which a plurality of LEDs 4045 are provided on the front surface that faces the player, and light can be emitted from each LED 4045 toward the front side. . The LED 4045 is mounted on the surface of the display substrate 4200 instead of through-hole mounting for fixing the lead of the LED 4045 to the hole in the printed circuit board. In the display substrate 4200, the light emitting element of the LED 4045 and the solder for fixing the light emitting element to the display substrate 4200 are on the same front surface of the display substrate 4200. In other words, the display substrate 4200 has no rear surface projecting leads for connecting the LED 4045 to the circuit, and no solder for fixing the LED 4045 is disposed on the rear surface. In the present embodiment, a plurality of LEDs 4045 are arranged in two upper and lower rows in the upper region of the display substrate 4200. As the LED 4045, either full color or single color may be used, and a plurality of LEDs may be configured by combining full color and single color. As the LED 4045, a chip type or a shell type can be used as long as it can be mounted on the surface, but a chip type is desirable from the advantage that the space can be reduced. The display board 4200 is in a state in which a plurality of LEDs 4045 are turned on, off, blinking, or the like under the control of a control means such as a main control board 2500 (FIG. 125: this embodiment) or an effect control board 2520 (FIG. 125) described later. Is controlled, and information on profits given to the player is displayed according to the state of lighting, extinguishing, blinking, etc., and combinations and state changes thereof.

  Thus, by mounting the LED 4045 on the display substrate 4200, the space for disposing the LED 4045 on the display substrate 4200 can be reduced, and the display substrate 4200 can be made more compact. Further, by surface-mounting the LED 4045 on the display substrate 4200, the weight can be reduced and the failure can be reduced. Further, by mounting the LED 4045 on the front surface of the display substrate 4200, the mounting of the LED 4045 does not affect the rear surface of the display substrate 4200 like through-hole mounting. Therefore, the display substrate 4200 can arrange other electronic components on the rear surface corresponding to the mounting area where the plurality of LEDs 4045 are mounted on the front surface, and the rear surface of the display substrate 4200 can be used effectively. The display substrate 4200 can be made more compact.

  The LED 4045 has either a configuration in which the light emitting elements are arranged so as to protrude from the surface of the display substrate 4200 (FIG. 142-1: this embodiment) or a configuration in which the LED 4045 is embedded so as not to protrude from the surface of the display substrate 4200. There may be. The display substrate 4200 may be provided with a reflective portion that easily reflects white light or the like in the front region where the plurality of LEDs 4045 are mounted, or an absorbing portion that hardly reflects light such as black in the front region. May be provided. In the case where the light emitting element of the LED 4045 protrudes from the surface of the display substrate 4200, by providing a reflective portion around the light emitting element, the light emitted from the LED 4045 can be reflected by the reflective portion and used efficiently. In addition, in the case where the light emitting element of the LED 4045 is embedded in the display substrate 4200, an absorption part is provided around the light emitting element to prevent light emitted from the LED 4045 from being diffused by the absorption part on the front surface of the display substrate 4200. can do.

  FIG. 144 is a front view of the display substrate 4200 as viewed from the front side when displaying information related to the profits given to the player in the game only by the display 2408. FIG. The first special symbol indicator 4000 is composed of six LEDs 4045 on the right side of the upper row, and the second special symbol indicator 4010 is composed of six LEDs 4045 in the upper row. The first special symbol hold indicator 4001 is composed of two LEDs 4045 arranged between the first special symbol indicator 4000 and the second special symbol indicator 4010, and the second special symbol hold indicator 4011 is It consists of two LEDs 4045 on the right side of the second special symbol display 4010. On the right side of the second special symbol holding display 4011, the probability variation display 4020, the time-shortening display 4021, and the right-handed display 4022 are arranged one by one in this order. The big hit round number indicator 4030 is composed of eight LEDs 4045 on the left side of the lower row, the normal symbol indicator 4040 is constituted by three LEDs 4045 on the right side of the big hit round number indicator 4030, and the normal symbol holding indicator 4041 is , Composed of two LEDs 4045 from the right side of the lower row. In addition, the structure of the display units 4000, 4001, 4010, 4011, 4020, 4021, 4022, 4030, 4040, 4041 by a plurality of LEDs 4045 is not limited to this embodiment.

  As shown in FIG. 145, the display substrate 4200 is provided with a connector 4100 on the rear surface opposite to the surface on which the LED 4045 is mounted, and a display is provided via a harness (not shown) connected to the connector 4100. The device 2408 (LED 4045) and the main control board 2500 are electrically connected. The connector 4100 is a so-called jack in which a plug provided at the end of the harness is detachable, and may be in a male terminal shape or a female terminal shape. The connector 4100 may be through-hole mounting in which the lead of the connector 4100 is fixed to the hole of the printed board. In this embodiment, the connector 4100 is surface-mounted on the rear surface of the display board 4200. Further, in the connector 4100, the connector opening into which the plug provided at the end of the harness is inserted opens in the rear (this embodiment) or in the vertical and horizontal directions. Thus, the main body of the connector 4100 and the solder for fixing the connector 4100 to the display substrate 4200 are on the same rear surface of the display substrate 4200. That is, the display substrate 4200 does not protrude from the front surface of the lead for connecting the connector 4100 to the circuit, and the solder for fixing the connector 4100 is not disposed on the front surface. In this manner, by mounting the connector 4100 on the display substrate 4200, the arrangement space of the connector 4100 on the display substrate 4200 can be reduced, and the display substrate 4200 can be made more compact.

  The connector 4100 is disposed on the rear surface of the display substrate 4200 at a position corresponding to the mounting area of the plurality of LEDs 4045 mounted on the surface of the display substrate 4200. That is, the mounting area of the plurality of LEDs 4045 and the connector 4100 overlap with the display substrate 4200 sandwiched between the front and back sides. As described above, by mounting the connector 4100 on the rear surface of the display substrate 4200, the mounting of the connector 4100 does not affect the front surface of the display substrate 4200 as in the case of through hole mounting. Therefore, the display substrate 4200 can arrange the connector 4100 on the rear surface corresponding to the mounting area where the plurality of LEDs 4045 are mounted on the front surface. The substrate 4200 can be made more compact.

  As shown in FIG. 145, a resistor 4500 as current limiting means is mounted on the rear surface of the display substrate 4200, and in the present embodiment, the plurality of resistors 4500 are arranged side by side so as not to overlap the connector 4100. . The resistor 4500 may be through-hole mounting in which the lead of the resistor 4500 is fixed to the hole of the printed circuit board, but in this embodiment, is mounted on the surface of the display substrate 4200. In the display substrate 4200, the resistor 4500 and the solder for fixing the resistor 4500 to the display substrate 4200 are on the same rear surface of the display substrate 4200. That is, the display substrate 4200 has no lead protruding from the front surface thereof for connecting the resistor 4500 to the circuit, and no solder for fixing the resistor 4500 is disposed on the front surface. In the present embodiment, a plurality of resistors 4500 are arranged in the upper region of the display substrate 4200. As shown in FIG. 147, the resistor 4500 is disposed between the connector 4100 and the plurality of LEDs 4045 in the circuit of the display substrate 4200, and restricts the current flowing through the plurality of LEDs 4045 to be equal to or less than a predetermined value. The excessive current is prevented from flowing through each LED 4045.

  In this manner, by mounting the resistor 4500 on the display substrate 4200, even if the resistor 4045 fails, it can be dealt with by replacing the display 2408, and maintenance is facilitated. Since the display 2408 can be easily replaced, it is possible to shorten the game pause period and to avoid losing the fun of the game. Further, by mounting the resistor 4500 on the display substrate 4200, the space for arranging the resistor 4500 in the display substrate 4200 can be reduced, and the display substrate 4200 can be made more compact.

  The resistor 4500 may be disposed on the rear surface of the display substrate 4200 at a position corresponding to the mounting area of the plurality of LEDs 4045 mounted on the front surface of the display substrate 4200. In this case, the mounting region of the plurality of LEDs 4045 and the mounting region of the plurality of resistors 4500 may have either a configuration in which all overlap or a part in which the display substrate 4200 is sandwiched in front and back. Thus, by mounting the resistor 4500 on the rear surface of the display substrate 4200, the mounting of the resistor 4500 does not affect the front surface of the display substrate 4200 like through-hole mounting. Accordingly, the display substrate 4200 can arrange the resistor 4500 on the rear surface corresponding to the mounting area where the plurality of LEDs 4045 are mounted on the front surface, and the display substrate 4200 can effectively display the front and rear surfaces of the display substrate 4200. The substrate 4200 can be made more compact. Note that the mounting region of the plurality of LEDs 4045 and the mounting region of the plurality of resistors 4500 may not overlap each other with the display substrate 4200 sandwiched between the front and back surfaces.

  As shown in FIGS. 142-1 and 142-2, the cover member 4202 includes a front cover portion 4208 in which windows 4206 corresponding to the respective LEDs 4045 mounted on the surface of the display substrate 4200 are formed, and a front cover portion. 4208 and a lateral cover portion 4210 formed so as to rise to the rear side at the periphery of 4208. The cover member 4202 is formed in a box shape opened rearward by the front cover portion 4208 and the lateral cover portion 4210, and the display substrate 4200 is accommodated in an inner region surrounded by the front cover portion 4208 and the lateral cover portion 4210. It is possible. When the display substrate 4200 is stored in the inner region of the cover member 4202, the display substrate 4200 is positioned closer to the front cover portion 4208 (front side) than the open end (rear end) of the horizontal cover portion 4210. The entire display substrate 4200 is accommodated in the inner region of the cover member 4202. In other words, the cover member 4202 covers the front surface of the display substrate 4200 on which the LED 4045 is mounted with the front cover portion 4208, covers the peripheral surface of the display substrate 4200 with the horizontal cover portion 4210, and displays due to the presence of the cover member 4202. It is difficult to access the front surface and the peripheral surface of the circuit board 4200 from the outside. In the cover member 4202 of this embodiment, the inner region is formed to match a part of the outer edge of the display substrate 4200, and when the display substrate 4200 is accommodated in the inner region, the display substrate 4200 is formed on the inner surface of the horizontal cover portion 4210. The display substrate 4200 can be held so as not to be misaligned.

  As described above, the display substrate 4200 is disposed in a state of being accommodated in the cover member 4202, so that it is difficult to access the display substrate 4200 from the front side or the lateral side, and illegal acts on the display substrate 4200 are prevented. can do. Further, even if it is attempted to remove the display substrate 4200, it is difficult to remove the display substrate 4200 from the cover member 4202 because it is difficult to access the display substrate 4200 as described above.

  As shown in FIGS. 142-1 and 146, the cover member 4202 has a window 4206 penetrating the front cover portion 4208 in the front-rear direction corresponding to the LED 4045 by a window defining portion 4212 formed in the front cover portion 4208. It is defined. The window 4206 may be provided corresponding to each of the plurality of LEDs 4045 (this embodiment), or may be provided so as to correspond to two or more predetermined number of LEDs 4045 among the plurality of LEDs 4045. The window 4206 has a polygonal shape such as a quadrangle (this embodiment), a circular shape, or the like, and is formed larger than the outer shape of the corresponding LED 4045 so that the corresponding one or more LEDs 4045 are entirely inside. Yes. In the cover member 4202, the windows 4206 are formed in two rows. When the cover member 4202 is disposed in a state where the front side of the display substrate 4200 is covered, the windows 4206 are disposed at positions corresponding to the LEDs 4045. Thus, the lighting state of each LED 4045 facing each window 4206 can be visually recognized through the window 4206.

  As shown in FIGS. 142-1 and 146, the cover member 4202 penetrates the front cover portion 4208 back and forth, partitions a window 4206 formed corresponding to the LED 4045, and the state of the LED 4045 corresponding to the window 4206 is changed. Each window 4206 has a window defining unit 4212 configured to be distinguishable. The window defining part 4212 is formed in a cylindrical shape projecting rearward from the front cover part 4208 (this embodiment), and a part corresponding to the front side of the mounting area of the LED 4045 in the front cover part 4208 is thickly formed. It is provided depending on the configuration. When the window defining unit 4212 is formed of a cylindrical body, the window defining units 4212 may be separated from each other and independent, or a part of the adjacent window defining units 41212 may be integrated. . Between the front opening of the window 4206 facing the front side and the rear opening of the window 4206 facing the corresponding LED 4045, the window partition part 4212 allows a certain distance longer than the plate thickness of the horizontal cover part 4210 or the display substrate 4200, for example. Is provided, and the window partitioning part 4212 functions as a light guiding part that guides the light emitted from the LED 4045 and prevents the light from diffusing. In other words, the window 4206 may be configured such that a gap is formed between the front cover portion 4208 and the front surface of the display substrate 4200, or a portion corresponding to the LED 4045 on the front surface of the front cover portion 4208 is projected to the front side. By the window defining part 4212 that defines the light, the light of the LED 4045 can be guided to the front side without any leakage.

  As shown in FIG. 142-1, the cover member 4202 is combined with the display substrate 4200 so that the window defining portion 4212 faces the front surface of the display substrate 4200, and the LED 4045 mounted on the front surface of the display substrate 4200. Are surrounded individually by a window defining unit 4212. In the present embodiment, the rear end of the window defining portion 4212 formed in a cylindrical shape is in contact with the front surface of the display substrate 4200, and the adjacent LED 4045 is partitioned by the window defining portion 4212. Note that the cover member 4202 and the display substrate 4200 are formed such that the window defining portion 4212 of the cover member 4202 and the front surface of the display substrate 4200 are in contact with each other, and the rear surface of the front cover portion 4208 and the surface of the display substrate 4200 are in contact with each other. It is basically configured so that there is a gap between them. Thus, since the LED 4045 corresponding to the window 4206 is surrounded by the window defining unit 4212 that defines the window 4206, the light emitted from the LED 4045 does not diffuse and the state of the LED 4045 through the window 4206 is not diffused. Can be more easily identified. In addition, since the rear end of the window defining portion 4212 is in contact with the front surface of the display substrate 4200 and blocks the gap between the front cover portion 4208 and the display substrate 4200, light leaks from the gap to the next window 4206. This can be prevented, and the state of the LED 4045 can be clearly distinguished. In addition, even if an unauthorized tool is intruded through the window 4206, the unauthorized tool can be blocked only by the window forming unit 4212 in the window 4206, and the illegal act can be prevented more appropriately. Note that the window defining unit 4212 may face the rear end (rear surface) and the front surface of the display substrate 4200 so as to have a slight gap.

  As shown in FIG. 146, the cover member 4202 includes a protruding alignment portion 4600 that protrudes rearward from the rear surface of the front cover portion 4208. The alignment portion 4600 is formed integrally with the window defining portion 4212 so as to protrude rearward from the rear surface of the window defining portion 4212 facing the front surface of the display substrate 4200. The alignment portion 4600 is configured to fit into the substrate hole 4400 (FIG. 144) formed in the display substrate 4200 so that the display substrate 4200 can be aligned with the cover member 4202. The cover member 4202 is provided with a plurality of alignment portions 4600 that are spaced apart from each other on the rear surface of the front cover portion 4208. Among the plurality of alignment portions 4600, there may be one formed apart from the window defining portion 4212. Each alignment portion 4600 is formed in a cylindrical shape. The alignment portion 4600 protrudes rearward from the rear surface of the window defining portion 4212, but its rear end is positioned in front of the rear end of the horizontal cover portion 4210 and is housed inside the cover member 4202.

  The display substrate 4200 includes a substrate hole 4400 formed so as to penetrate in the plate thickness direction, and the substrate hole 4400 is also formed in a circle in accordance with the columnar alignment portion 4600. The substrate hole 4400 is set to have the same or slightly larger opening size as the outer shape of the alignment portion 4600. The alignment portion 4600 and the substrate hole 4400 are provided so as to correspond in number, position, and the like. The alignment portion 4600 is fitted into the substrate hole 4400, and the display substrate 4200 is relatively positioned in the inner region of the cover member 4202. Is defined. Therefore, the cover member 4202 and the display substrate 4200 are assembled in a state where they are positioned vertically and horizontally with each other by fitting the alignment portion 4600 and the substrate hole 4400.

  As described above, the cover member 4202 and the display substrate 4200 are assembled in a state of being positioned with each other by fitting the alignment portion 4600 and the substrate hole 4400. Alignment can be performed without deviation, and the state of the LED 4045 can be identified more suitably. Further, since the alignment unit 4600 is formed integrally with the window defining unit 4212 and is reinforced by the window defining unit 4212, the alignment unit 4600 may be configured to protrude rearward from the window defining unit 4212. Can be avoided. By forming the alignment portion 4600 integrally with the window defining portion 4212, the projecting dimension can be shortened, and breakage or deformation of the alignment portion 4600 can be more preferably avoided.

  As shown in FIG. 145, the display substrate 4200 includes a plurality of substrate holes 4400 formed so as to sandwich the connector 4100. The cover member 4202 is provided with an alignment portion 4600 corresponding to each of the plurality of substrate holes 4400 so as to sandwich the connector 4100 mounted on the display substrate 4200. More specifically, the display substrate 4200 has a pair of substrate holes 4400 arranged in a symmetrical positional relationship with the connector 4100 sandwiched in the left and right (this embodiment), up and down, or diagonal directions. A pair of alignment portions 4600 are provided in the cover member 4202 corresponding to each of the substrate holes 4400 formed. As described above, the display 2804 has the alignment structure including the alignment portion 4600 and the board hole 4400 into which the alignment portion 4600 fits in not only in a region on one side of the connector 4100 but in regions on both sides of the connector 4100. They are distributed.

  In the display device 2408, an alignment structure of the cover member 4202 and the display substrate 4200 by the alignment portion 4600 and the substrate hole 4400 into which the alignment portion 4600 is fitted is provided in a distributed manner on both sides of the connector 4100. The connector 4100 is a portion to which a force is applied when the plug of the harness is attached / detached, but the display substrate 4200 can be prevented from being displaced by the alignment structure arranged with the connector 4100 interposed therebetween.

  As shown in FIG. 143, the protection member 4204 is plate-shaped, and a connector opening 4300 penetrating in the front-back direction is formed in accordance with the connector 4100 protruding from the rear surface of the display substrate 4200. The connector opening 4300 is formed in accordance with the outer shape of the connector 4100 so that there is no large gap between the connector opening 4300 and the connector 4100 passed through the connector opening 4300. The protection member 4204 covers at least a part of the rear surface of the display substrate 4200 housed in the cover member 4202 so that it is difficult to access the rear surface of the display substrate 4200 from the outside. Alternatively, the display substrate 4200 is attached. The protective member 4204 is disposed so as to fit inside the cover member 4202, and is disposed on the rear side of the display substrate 4200 housed inside the cover member 4202. The protection member 4204 of this embodiment is formed in an outer shape that matches the inner region of the cover member 4202 defined by the lateral cover portion 4210. When the protective member 4204 is housed in the inner region of the cover member 4202, the peripheral surface of the protective member 4204 is in contact with the inner surface of the lateral cover portion 4210, and the protective material 4204 is held so as not to be displaced vertically and horizontally. When the protective member 4204 is housed in the inner region of the cover member 4202, the position where the rear surface of the protective member 4204 is aligned with the open end (rear end) of the lateral cover portion 4210 or the front cover portion 4208 side of the open end. The entire protective member 4204 is housed in the inner region of the cover member 4202.

  As described above, since the rear side of the display substrate 4200 is covered with the protective member 4204, it is difficult to access the display substrate 4200 from the rear, and an illegal act on the display substrate 4200 can be prevented. Further, the presence of the protective member 4204 makes it difficult to remove the display substrate 4200 from the cover member 4202. Here, since the protection member 4204 is housed in the inner region of the cover member 4202, it is difficult to remove the protection member 4204 itself by being obstructed by the cover member 4202.

  As shown in FIG. 142-1, the cover member 4202 and the protection member 4204 are assembled in a fitting structure with unevenness, and after the assembly, the cover member 4202 is difficult to remove, reassemble, or disassemble from each other. In addition, any one of the protective members 4204 is configured to leave a trace of removal. The fitting structure is such that a claw-like engaging portion 4214 provided on one of the cover member 4202 and the protection member 4204 (the protection member 4204 in this embodiment) is connected to the other of the cover member 4202 and the protection member 4204 (this embodiment). In the embodiment, the cover member 4202 and the protection member 4204 are integrated by engaging with the engagement receiving portion 4216 provided on the cover member 4202) and being caught by the engagement portion 4214 and the engagement receiving portion 4216. The fitting structure is provided at a plurality of locations corresponding to the cover member 4202 and the protection member 4204, and the cover structure 4202 and the protection member 4204 are provided in a distributed manner on opposite sides of the display substrate 4200. .

  As shown in FIGS. 142-1 and 142-2, the cover member 4202 is provided with an engagement receiving portion 4216 in the lateral cover portion 4210. The engagement receiving portion 4216 is provided on the open end side of the lateral cover portion 4210 so as to form an opening edge on the rear side of the engagement opening formed so as to penetrate the lateral cover portion 4210. The lateral cover part 4210 is formed in a concave shape with the front part opened outward from the engagement opening to have a thin plate thickness, and an engagement receiving part 4216 is constructed over the opening side of the concave part. That is, in the present embodiment, the engagement receiving portion 4216 is provided with a plate thickness that is thinner than the plate thickness of the lateral cover portion 4210 so that the inside is recessed, and the engagement portion 4214 is easily fitted.

  As shown in FIGS. 142-1 and 142-2, the protection member 4204 is provided with an engaging portion 4214 that protrudes from the outer edge along the plate surface of the protection member 4204. The width of the engagement portion 4214 and the width of the engagement receiving portion 4216 (engagement opening) are set substantially the same, and the thickness in the front-rear direction of the engagement portion 4214 and the dimension in the front-rear direction of the engagement opening are When the engagement portion 4214 is fitted to the engagement receiving portion 4216, the engagement portion 4214 hits the opening edge of the engagement opening and is positioned. The engaging portion 4214 has an inclined surface such as an arc shape or a flat surface that is inclined backward as the front surface approaches the protruding end, and the rear surface is a flat surface along the rear surface of the protection member 4204. In other words, the engaging portion 4214 extends so that the front surface obliquely intersects with the engagement receiving portion 4214, and the rear surface intersects with the engagement receiving portion 4216 in an orthogonal or nearly orthogonal relationship. It is extended. Accordingly, when the engaging portion 4214 is fitted into the engaging receiving portion 4216, the cover member 4202 is elastically deformed so as to be spread by the inclination of the front surface of the engaging portion 4214 that contacts the engaging receiving portion 4216, and the engaging receiving portion The engagement portion 4214 can be easily fitted into the engagement opening over the 4216. When the engaging portion 4214 fits into the engaging opening, the engaging portion 4214 is caught by the engaging receiving portion 4216 and the rearward movement of the engaging portion 4214 is prevented. Here, when the engaging portion 4214 and the engaging receiving portion 4216 are fitted, the rear surface of the engaging portion 4214 and the engaging receiving portion 4216 are hooked to face each other, so that the engaging portion 4214 is engaged. Is not guided so that the cover member 4202 is pushed and spread by the engaging portion 4214 as in the case where the engagement receiving portion 4214 is fitted. Therefore, the protection member 4204 cannot be substantially detached from the cover member 4202 by fitting the engagement portion 4214 into the engagement receiving portion 4216.

  Thus, according to the fitting structure of the engagement portion 4214 and the engagement receiving portion 4216, it is difficult to remove the protection member 4204 from the cover member 4202, and the display substrate 4200 is protected by the protection member 4204. Unauthorized acts on the display substrate 4200 can be prevented. In addition, when the engagement portion 4214 or the engagement receiving portion 4216 is destroyed and the protection member 4204 is forcibly removed from the cover member 4202, a trace of the destruction of the engagement reception portion 4216 remains on the cover member 4202, and the protection member 4204 remains. The trace which destroyed the engaging part 4214 remains in 4204, and it becomes easy to discover that there was a fraudulent act. Furthermore, when the protective member 4204 is forcibly removed from the cover member 4202, the protective member 4204 cannot be attached to the cover member 4202 again because at least one of the engaging portion 4214 or the engaging receiving portion 4216 is broken. It becomes difficult to reassemble.

  The display 2408 of this embodiment is configured such that the cover member 4202 and the protective member 4204 are difficult to remove, reassemble, and leave a trace of removal. As a result, the display substrate 4200 placed between the cover member 4202 and the protection member 4204 is substantially difficult to remove from the cover member 4202, difficult to reassemble with respect to the cover member 4202, and to the cover member 4202. A trace of removal remains. With such a configuration, an illegal act on the display substrate 4200 can be prevented, and even if there is an illegal act, it can be easily detected.

  As shown in FIGS. 142-1 and 142-2, on the front side of the cover member 4202, an identification unit 4220 that can identify the light emission modes of the plurality of LEDs 4045 individually or as a combination of the light emission modes of two or more LEDs 4045 is arranged. ing. The identification means 4220 is provided on the front side of the window 4206, and is provided around the transmissive part 4222 as a first region that can transmit light or affects the transmitted light, and is provided around the transmissive part 4222. Is also provided with a shielding portion 4224 as a second region that hardly transmits light. Moreover, the identification means 4220 may be provided with the combination area | region 4226 (FIG. 140) displayed on the shielding part 4224 and showing the light emission mode of 2 or more LED4045 as a combination. The identification unit 4220 of this embodiment is formed in a sheet shape and is attached to the front surface of the cover member 4202. The identification means 4220 is preferably formed in a shape that matches the front surface area of the cover member 4202 where the window 4206 opens. In this embodiment, the identification means 4220 is formed so as to cover the entire front surface of the cover member 4202. In this embodiment, the identification unit 4220 and the cover member 4202 are bonded, but the size of the identification unit 4220 and the method of attaching to the cover member 4202 are not limited thereto.

  The transmissive portion 4222 of the present embodiment is located on the front side of the window 4206 of the cover member 4202, and the light emitted from the LED 4045 corresponding to the window 4206 can be transmitted and affects the transmitted light. ing. The transmissive portion 4222 is provided so as to cover the entire front opening of the window 4206, and the transmissive portion 4222 on the front side of the window 4206 prevents the LED 4045 disposed on the opening of the window 4206 and the inside of the window 4206 from being directly visible from the front side. It is. Here, “influence on light” means, for example, an aspect that makes the LED 4045 difficult to visually recognize by being translucent, an aspect that colors the light emitted from the LED 4045 by being colored, A mode in which the light emitted from the LED 4045 is diffused and the light emitted from the LED 4045 is converged and a mode in which the light is emitted from the LED 4045 is combined, or a mode in which these are combined. Light is diffused by the transmission part 4222. The transmission part 4222 is configured as a part of a sheet attached to the front surface of the cover member 4202, and is arranged in accordance with the plurality of windows 4206 provided in the cover member 4202, and the plurality of transmission parts 4222 are provided in the identification unit 4220. ing. That is, the identification means 4220 is formed with a transmission part 4222 having a square shape matching the window 4206 and the same size as the window 4206, and the transmission part 4222 closes the front opening of the window 4206.

  As described above, since the front side of the window 4206 is blocked by the transmission portion 4222, it is possible to make it difficult to access the LED 4045 mounted on the surface of the display substrate 4200 from the front side of the display 2408. That is, it is possible to prevent the transmission part 4222 from performing an illegal act on the display substrate 4200 through the window 4206 that penetrates to the inside of the cover member 4202. In addition, since the light emitted from the LED 4045 can be adjusted by the transmissive portion 4222, the state of the LED 4045 can be more easily identified, and the state of the adjacent LEDs 4045 can be easily distinguished.

  Around the transmissive portion 4222, there is provided a shielding portion 4224 configured such that light is less likely to pass than the transmissive portion 4222 that covers the window 4206. In other words, the shielding portion 4224 is disposed so as to surround the window 4206 on the front side of the cover member 4202. The shielding part 4224 is provided so as to surround the entire circumference of the transmission part 4222, and in this embodiment, a part other than the transmission part 4222 is configured in one sheet constituting the identification means 4220. The shielding portion 4224 is disposed so as to overlap with a region other than the window 4206 on the front surface of the front cover portion 4208 of the cover member 4202, and does not cover the inside of the window 4206. The shielding unit 4224 is composed of a dark color such as a color that absorbs light of a wide wavelength such as black, or a cold color such as amber, or the like. Is different.

  Thus, since the shielding part 4224 that is difficult to transmit light is provided around the transmissive part 4222, the transmissive part 4222 can be easily understood, and the situation of the LED 4045 recognized through the transmissive part 4222 is further improved. It becomes easy to distinguish. Even if the window 4206 and the transmission portion 4222 are misaligned, it is difficult to understand that the window 4206 is not visible because it cannot be seen directly. Moreover, if the transmissive portion 4222 is placed on the window 4206, the transmissive portion 4222 surrounded by the shielding portion 4224 shines, so that the influence on the identification of the LED 4045 can be reduced.

  In addition, the shielding part 4224 is not limited to the configuration in which the transmission part 4222 is set to the same sheet, but the front surface of the front cover part 4208 of the cover member 4202 is set as the shielding part 4224, and the transparent part of the sheet is interposed therebetween. Alternatively, other configurations such as a configuration in which the shielding portion 4224 appears on the front side by not arranging the sheet on the front side of the shielding portion 4224 may be used.

  As shown in FIG. 140, the combination area 4226 is partitioned by a partition mark 4228 composed of a frame line (this embodiment) displayed on the shielding unit 4224. The division mark 4228 is displayed so as to surround the plurality of transmission parts 4222, and the combination area 4226 surrounded by the division mark 4228 can be recognized separately from other areas. For example, the first and second special symbol displays 4000 and 4010, the first and second special symbol hold displays 4001 and 4011, the probability variation display 4020, the time-shortening display 4021, the right-handed display 4022 and the jackpot round number display 4030, the normal symbol display 4040, and the normal symbol hold display 4041, among these, a plurality of LEDs 4045 (transmission portion 4222) constitute a display device, and a group of transmission portions 4222 corresponding to the display device is provided. A combination area 4226 corresponding to each display is formed by being surrounded by a division mark 4228. In addition, the division label 4228 is not limited to the form of the frame line, and may have any configuration that can recognize that it is distinguished from other areas, such as adding characters or changing the color in the combination area 4226. .

  As shown in FIG. 140, specifically, a transmission area 4222 corresponding to the six LEDs 4045 on the left side of the upper row is surrounded by a section mark 4228, and a combination area 4226 corresponding to the first special symbol display 4000 is displayed. The transmission part 4222 corresponding to the six LEDs 4045 in the upper row is surrounded by the division mark 4228, and the combination area 4226 corresponding to the second special symbol display 4010 is displayed. The transmission part 4222 corresponding to the two LEDs 4045 arranged between the first special symbol display 4000 and the second special symbol display 4010 is surrounded by a division mark 4228, and corresponds to the first special symbol hold display 4001. The combination area 4226 to be displayed is displayed. A transmissive portion 4222 corresponding to the two LEDs 4045 on the right side of the second special symbol display 4010 is surrounded by a section mark 4228, and a combination area 4226 corresponding to the second special symbol hold indicator 4011 is displayed. In addition, the transmissive part 4222 corresponding to the eight LEDs 4045 on the left side of the lower row is surrounded by the division mark 4228, and the combination area 4226 corresponding to the big hit round number display 4030 is displayed. A transmissive portion 4222 corresponding to the three LEDs 4045 on the right side of the big round number display unit 4030 is surrounded by a section mark 4228, and a combination area 4226 corresponding to the normal symbol display unit 4040 is displayed. A transmissive part 4222 corresponding to the two LEDs 4045 from the right side of the lower row is surrounded by a section mark 4228, and a combination area 4226 corresponding to the normal symbol holding display 4041 is displayed.

  Thus, by displaying the combination area 4226, the state of the LED 4045 in the area is recognized in association with each other, and the player can easily recognize information by the combination of the LED 4045.

  As shown in FIG. 142-2, the identification means 4220 is arranged to overlap the first layer 4230 on the front side of the area other than the window 4206 in the cover member 4202 and the first layer 4230 that easily transmits light. And a second layer 4232 that is less likely to transmit light than 4230. In other words, the portion corresponding to the transmissive portion 4222 is configured only by the first layer 4230 that transmits light, and the portion corresponding to the shielding portion 4224 that is difficult to transmit light is between the first layer 4230 and the second layer 4232. It is composed of laminated parts. Since the stacked portion includes the second layer 4232, it is difficult to transmit light as a whole and prevents light from being transmitted from the shielding portion 4224. Here, in the stacked portion, the first layer 4230 is disposed on the cover member 4202 side (rear side), and the second layer 4232 is disposed on the front side (front side). The identification unit 4220 is obtained by, for example, laminating the second layer 4232 on a sheet formed of the first layer 4230 by painting, printing, or the like. Absent.

  When the indicator 2408 is attached to the plate member 2400 of the game board 2310, the connector 4100 on the rear surface is exposed to the rear side of the game board 2310. The display 2408 can be attached to and detached from the connector 4100 in a state where the display 2408 is attached to the plate member 2400, which is easy to use.

  The cover member 4202 includes a synthetic resin such as a thermoplastic resin in which the front cover portion 4208, the side cover portion 4210, the window defining portion 4212, the engagement receiving portion 4216, and the alignment portion 4600 are integrally formed. The molded product which consists of is used. Further, as the protective member 4204, a molded product made of a synthetic resin such as a thermoplastic resin in which the respective portions such as the engaging portion 4214 are integrally formed is used.

  Note that the display substrate 4200 is difficult to remove, reassemble, or reattach to the cover member 4202 by welding or bonding the display substrate 4200 to the cover member 4202 in a state where the surface is covered with the cover member 4202. You may attach in the state in which a removal trace remains.

  Next, the first and second special symbol indicators 4000 and 4010, the first and second special symbol hold indicators 4001 and 4011, the probability variation indicator 4020, the hourly indicator 4021, the right-handed indicator 4022, and the jackpot round number display The device 4030, the normal symbol display 4040, and the normal symbol hold display 4041 will be described in detail.

  When the first special symbol determination is performed, the first special symbol display 4000 displays the stop symbol indicating the determination result of the first special symbol determination after variably displaying the symbol, thereby displaying the first special symbol determination. The determination result is notified. On the first special symbol display 4000, a big hit symbol indicating that the result of the first special symbol determination is “big hit” or a lost symbol indicating that the result of the first special symbol determination is lost Is done.

  When the second special symbol determination is performed, the second special symbol display 4010 displays the stop symbol indicating the determination result of the second special symbol determination after variably displaying the symbol, thereby displaying the second special symbol determination. The determination result is notified. On the second special symbol display 4010, a big hit symbol indicating that the result of the second special symbol determination is “big hit” or a lost symbol indicating that the result of the second special symbol determination is a loss is displayed in a stopped manner. Is done.

  Each of the first and second special symbol indicators 4000 and 4010 is composed of six LEDs 4045 arranged in a line, and each LED 4045 is turned on or off according to the symbol to be stopped. By the way, when a game ball is newly won in the first starter 2402 while the symbol change display or the big hit game related to the first special symbol determination is being performed, the first is triggered by this winning. Special symbol determination and symbol variation display cannot be executed immediately. Therefore, the gaming machine 2301 according to the present embodiment reserves the right of the first special symbol determination when the first special symbol determination cannot be executed immediately even if a game ball wins the first starting device 2402. It is configured. The first special symbol hold display 4001 displays the number of hold of the first special symbol determination held in this way.

  Similarly, when a game ball is newly won in the second starting device 2403 while the symbol change display or jackpot game related to the second special symbol determination is being performed, 2. Special symbol determination and symbol variation display cannot be executed immediately. Accordingly, the gaming machine 2301 in the present embodiment is configured so that the right of the second special symbol determination is suspended when the second special symbol determination cannot be immediately executed even if a game ball wins the second starting device 2403. It is configured. The second special symbol hold indicator 4011 displays the number of hold of the second special symbol determination held in this way.

  In the present embodiment, a maximum of four holds can be made for each of the first and second special symbol determinations. Each of the first and second special symbol hold indicators 4001 and 4011 is composed of two adjacent LEDs 4045. When the number of holdings is 0, the two LEDs 4045 are turned off. When the number of holdings is 1, the right LED 4045 is turned on and the left LED 4045 is turned off. When the number is two, two LEDs 4045 are lit. Further, when the number of holdings is 3, the right LED 4045 blinks and the left LED 4045 is lit, and when the number of holdings is 4, two LEDs 4045 are blinking.

  When the normal symbol determination is performed, the normal symbol display 4040 notifies the determination result of the normal symbol determination by suspending and displaying the stop symbol indicating the determination result of the normal symbol determination after variably displaying the symbol. Note that the normal symbol determination and the symbol variation display related to the normal symbol determination cannot be immediately executed even if the game ball passes through the gate 2405, for example, during the symbol variation display on the normal symbol display 4040, the normal symbol is displayed. Judgment rights are withheld. The normal symbol hold display 4041 displays the number of hold for normal symbol determination held in this way.

  The normal symbol display 4040 is composed of three LEDs 4045 arranged in a line, and each LED 4045 is turned on or off according to the stop symbol. In the present embodiment, up to four holds can be performed for the normal symbol determination.

  The normal symbol hold display 4041 is composed of two adjacent LEDs 4045. Like the first and second special symbol hold indicators 4001 and 4011, when the number of holds is zero, the two LEDs 4045 are turned off. When the number of holdings is one, the right LED 4045 is turned on and the left LED 4045 is turned off. When the number of holdings is two, the two LEDs 4045 are turned on. Become. Further, when the number of holdings is 3, the right LED 4045 blinks and the left LED 4045 is lit, and when the number of holdings is 4, two LEDs 4045 are blinking.

  In the following description, a symbol displayed on the first special symbol display 4000 or the second special symbol display 4010 is called a “special symbol”, and a symbol displayed on the normal symbol display 4040 is “normal symbol”. Shall be called.

  In the present embodiment, “normal game state” and “probability game state” are provided as states related to the big hit determination. The “normal gaming state” refers to a gaming state that has a relatively low probability of being a big hit in the special symbol determination, and the “probability gaming state” refers to a gaming state that has a relatively high probability.

  The probability change display 4020 indicates a state related to the big hit determination of the gaming machine 2301, and is configured by one LED 4045. When the “normal gaming state” is set, the LED 4045 is turned off. When the “probability gaming state” is set, the LED 4045 is turned on.

  In the present embodiment, a “non-short game state” and a “short-time game state” are provided as states relating to the electric tulip 2404 disposed in the vicinity of the second starting device 2403. It should be noted that the states related to the big hit determination (normal gaming state, probability variation gaming state) and the states related to the electric tulip 2404 (non-short-time gaming state, short-time gaming state) can be associated with each other and are independent. You can also.

  In the present embodiment, “non-short game state” means that the variation time of the normal symbol in the normal symbol determination is set to be as long as 12 seconds, and the opening control time of the second starter 2403 when winning the win is 0 A game state that is set as short as 2 seconds. In other words, when the game ball passes through the gate 2405, the normal symbol is drawn and the normal symbol display 4040 displays the variation of the normal symbol, but the normal symbol stops 12 seconds after the variation display is started. indicate. If the lottery result is a win, the second starter 2403 is opened for about 0.2 seconds by the operation of the electric tulip 2404 after the normal symbol stop display.

  On the other hand, the “short-time gaming state” means that the normal symbol variation time in the normal symbol determination is set to 3 seconds, which is shorter than the “non-short-time gaming state”, and the second start when winning in the win A game state in which the opening control time of the device 2403 is set to 3.5 seconds, which is set longer than the “non-short game state”. Furthermore, in the “non-short game state”, the probability of winning in the normal symbol determination is set to 1/65536, and in the “short time game state”, the probability of winning in the normal symbol determination is set to 65535/65536. The

  The time reduction indicator 4021 indicates a state related to the electric tulip 2404 and includes one LED 4045. In the “non-short game state”, the LED 4045 is turned off. In the “short time game state”, the LED 4045 is turned on.

  Further, as described above, in this embodiment, during the big hit game, it is necessary to make a right turn to generate a winning to the big winning device 2406. In other cases, to the first starting device 2402. Left-handed is required to generate a prize.

  The right-handed display 4022 indicates whether right-handed or left-handed should be performed, and includes one LED 4045. When left-handed is required, the LED 4045 is turned off. When right-handed is required, the LED 4045 is turned on.

  Moreover, although mentioned later for details, in this embodiment, the jackpot game is comprised from several rounds. The jackpot round number display 4030 indicates the round of the jackpot game, and is composed of eight LEDs 4045. During the big hit game, each LED 4045 is turned on or off according to the current round.

  The sub display 2420 has the same configuration as the display unit 5700 of the embodiment C described later, and includes 10 LEDs as an example.

[Internal configuration of gaming machine 2301]
FIG. 125 is a block diagram of the gaming machine 2301. The gaming machine 2301 includes a main control board 2500, a payout control board 2510, an effect control board 2520, an image control board 2530, a lamp control board 2540, a launch control board 2550, and a power supply board 2560.

  The main control board 2500 controls the basic operation of the gaming machine. The main control board 2500 includes a one-chip microcomputer 2501, and the one-chip microcomputer 2501 includes a main CPU 2501a, a main ROM 2501b, and a main RAM 2501c. The main control board 2500 includes an input port and an output port (both not shown) for main control.

  The main control input port has a general winning opening detection switch 2502 for detecting that a game ball has entered the general winning device 2407, a gate detection switch 2503 for detecting that a game ball has entered the gate 2405, A first start port detection switch 2504 for detecting that a game ball has entered the first starter 2402; a second start port detection switch 2505 for detecting that a game ball has entered the second starter 2403; A big prize opening detection switch 2506 for detecting that a game ball has entered the device 2406 and a payout control board 2510 are connected. Various signals are input to the main control board 2500 through the main control input port.

  In addition, the main control output port includes a start opening / closing solenoid 2507 for opening / closing a plate of the electric tulip 2404 disposed in the vicinity of the second starter 2403, and a big winning opening for operating a plate for opening / closing the big winning device 2506. A game information output terminal board 2509 for outputting an external information signal, a payout control board 2510, and an effect control board 2520 are connected to one or both of the open / close solenoid 2508, the display 2408, and the sub-display 2420. Various signals are output from the main control output port.

  As described above, both or one of the display 2408 and the sub-display 2420 are provided with the first and second special symbol displays 4000 and 4010, the first and second special symbol hold indicators 4001 and 4011, and the probability change display. Unit 4020, hour-speed display 4021, right-handed display 4022, jackpot round number display 4030, normal symbol display 4040, and normal symbol hold display 4041. Each of these indicators 4000 to 4041 is a main control. Connected to the output port.

  The game information output terminal board 2509 is a board for outputting an external information signal generated in the main control board 2500 to a hall computer or the like of the game shop. The game information output terminal board 2509 is connected to the main control board 2500 by wiring, and the game information output terminal board 2509 is provided with a connector for connecting to a hall computer of a game store.

  In the one-chip microcomputer 2501 of the main control board 2500, the main CPU 2501a reads out the program stored in the main ROM 2501b based on the input signals from the detection switches and timers, performs arithmetic processing, and directly controls each device. Alternatively, a command is transmitted to another board according to the result of the arithmetic processing.

  The main ROM 2501b stores a game control program and tables necessary for various games. For example, a jackpot determination table referred to in the jackpot lottery, a symbol determination table for determining a special symbol stop symbol, a variation pattern determination table for determining a special symbol variation pattern, and the like are stored. The tables listed here are only a part, and a number of tables (not shown) are provided.

  Furthermore, the main RAM 2501c functions as a data work area when the main CPU 2501a performs arithmetic processing, and has a plurality of storage areas. For example, the main RAM 2501c stores a normal symbol determination hold number, a normal symbol random number, a special symbol hold number, a round number R, a number of balls entered into a big winning device, a probability variable game flag, a short-time game flag, and the like. In addition to the information listed here, a lot of information is stored.

  The payout control board 2510 performs game ball launch control and prize ball payout control. The payout control board 2510 includes a one-chip microcomputer including a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 2500 so as to be capable of bidirectional communication. The payout CPU reads out a program stored in the payout ROM based on an input signal from the payout ball measuring switch 2511, the door opening switch 2512, and the timer that detects whether or not the game ball has been paid out, and performs arithmetic processing. And corresponding data is transmitted to the main control board 2500 based on the processing. Further, a payout motor 2513 of a prize ball payout device for paying out a predetermined number of prize balls from a game ball storage unit to a player is connected to the output side of the payout control board 2510. The payout CPU reads out a predetermined program from the payout ROM based on the payout number designation command transmitted from the main control board 2500, performs arithmetic processing, and controls the payout motor 2513 of the prize ball payout device to execute a predetermined prize. Pay the ball to the player. At this time, the payout RAM functions as a data work area at the time of calculation processing of the payout CPU.

  The effect control board 2520 mainly controls each effect such as during gaming or standby. The effect control board 2520 includes a sub CPU 2520a, a sub ROM 2520b, and a sub RAM 2520c, and is connected to the main control board 2500 so as to be able to communicate in one direction from the main control board 2500 to the effect control board 2520. . The sub CPU 2520a reads out a program stored in the sub ROM 2520b based on a command transmitted from the main control board 2500, an effect button detection switch 2521, an effect key detection switch 2522, and an input signal from the timer, and performs arithmetic processing. At the same time, based on the processing, corresponding data is transmitted to the image control board 2530 and the lamp control board 2540. The sub RAM 2520c functions as a data work area when the sub CPU 2520a performs arithmetic processing.

  For example, when the sub CPU 2520a in the effect control board 2520 receives the fluctuation pattern designation command indicating the fluctuation pattern of the special symbol from the main control board 2500, the sub CPU 2520a analyzes the content of the received fluctuation pattern designation command, and displays the liquid crystal display device 2401, audio Data for causing the output device 2531, the effect driving device 2541, and the effect illumination device 2542 to execute a predetermined effect is generated, and these data are transmitted to the image control board 2530 and the lamp control board 2540.

  The sub ROM 2520b of the effect control board 2520 stores an effect control program and data and tables necessary for determining various games. For example, an effect pattern determination table for determining an effect pattern based on a variation pattern designation command received from the main control board 2500, an ornamental symbol determination table for determining a combination of ornamental symbols to be stopped, and the like are stored in the sub ROM 2520b. Has been. In addition, the table mentioned above only enumerates the characteristic table among the tables in this embodiment as an example, and many other tables and programs (not shown) are provided.

  The sub RAM 2520c of the effect control board 2520 has a plurality of storage areas. In these storage areas, a game state, an effect mode, an effect pattern, a decorative pattern, a counting counter, firing operation information, and the like are stored. In addition to this, a lot of information is stored.

  The image control board 2530 includes an image CPU (not shown), control ROM, control RAM, CGROM, VRAM, VDP, audio CPU, audio ROM, and audio RAM for performing image display control of the liquid crystal display device 2401. . The image control board 2530 is connected to the effect control board 2520 so that bidirectional communication is possible, and a liquid crystal display device 2401 and an audio output device 2531 are connected to the output side thereof.

  The image CPU performs control to display a predetermined image on the VDP based on the command received from the effect control board 2520. The control RAM functions as a data work area at the time of calculation processing of the image CPU, and temporarily stores data read from the control ROM. The control ROM stores a control processing program of the image CPU, an animation pattern for displaying an animation of the effect pattern, animation scene information, and the like.

  The CGROM stores a large number of image data such as decorative symbols and backgrounds displayed on the liquid crystal display device 2401. The image CPU reads a predetermined program based on a command transmitted from the effect control board 2520, and the CGROM The predetermined image data stored in the VRAM is developed in the VRAM, and the liquid crystal display device 2401 displays the image data developed in the VRAM.

  The audio ROM stores a large number of audio data to be output from the audio output device 2531. The audio CPU reads a predetermined program based on a command transmitted from the effect control board 2520 and Audio output control is performed in the output device 2531.

  The lamp control board 2540 controls lighting of a board lamp (not shown) provided on the game board 2310 and controls a frame lamp 2313 provided on the frame member 2311. The lamp control board 2540 controls energization of a drive source such as a solenoid or a motor that operates the effect driving device 2541. This lamp control board 2540 is connected to the effect control board 2520, and performs each control described above based on the data transmitted from the effect control board 2520.

  The firing control board 2550 receives a touch signal from the touch sensor 2551 and performs energization control on the firing solenoid 2553 and the ball feed solenoid 2554 based on the voltage supplied from the firing volume 2552.

  The touch sensor 2551 includes a capacitive proximity switch that uses a change in capacitance caused by the player touching the handle 2318. When the touch sensor 2551 detects that the player touches the handle 2318, the launch control board is detected. A touch signal for permitting energization of the firing solenoid 2553 is output to 2550.

  The firing volume 2552 is composed of a variable resistor, and a constant voltage (for example, 5 V) applied to the firing volume 2552 is divided by the variable resistor, and the divided voltage is supplied to the firing control board 2550.

  Here, the rotation speed of the firing solenoid 2553 is set to about 99.9 (times / minute) from the frequency based on the output period of the crystal oscillator provided on the firing control board 2550. As a result, the number of game balls fired per minute is about 99.9 (pieces / minute) because one ball is fired every time the firing solenoid rotates. That is, one game ball is fired about every 0.6 seconds.

  Note that the touch signal from the touch sensor 2551 and the voltage signal from the firing volume 2552 are input to the effect control board 2520. As a result, the launch of the game ball can be detected on the effect control board 2520.

  The power supply board 2560 includes a backup power supply including a capacitor, and supplies a power supply voltage to each unit in the gaming machine 2301. Specifically, the power supply board 2560 supplies a power supply voltage to the main control board 2500, the payout control board 2510, the effect control board 2520, and the launch control board 2550. The power supply board 2560 monitors the power supply voltage supplied to the gaming machine 2301 and outputs a power interruption detection signal to the main control board 2500 when the power supply voltage becomes a predetermined value or less. More specifically, when the power interruption detection signal becomes high level, the main CPU 2501a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 2501a becomes operation stopped. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.

[Main control board processing]
With reference to FIG. 126, timer interrupt processing executed in the main control board 2500 will be described. FIG. 126 is a flowchart showing an example of timer interrupt processing executed in the main control board 2500. The main control board 2500 repeatedly executes a series of processes illustrated in FIG. 126 at regular time intervals (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. . Note that the processing of the main control board 2500 described based on the flowcharts of FIG. 126 and after is executed by the main CPU 2501a based on a program stored in the main ROM 2501b.

  First, in S2601, random number update processing is executed. This process is to update various random values of the jackpot random number, jackpot symbol random number, reach random number, variation pattern random number, and normal symbol random number. These random numbers are incremented by “1” every time this process is performed. Each random value is returned to “0” after reaching a preset maximum value.

In S2602, a switch process is performed. This process is executed when a detection signal from each switch is input. Details of the switch process will be described later.
In S2603, special symbol processing is performed. This process includes a process of causing the first special symbol display 4000 or the second special symbol display 4010 to variably display the special symbol and then stopping and displaying a stop symbol indicating the result of the special symbol determination. Details of the special symbol process will be described later.

  In S2604, normal symbol processing is performed. This process includes a process of executing normal symbol determination, causing the normal symbol display 4040 to display the normal symbol in a variable manner, and then stopping and displaying the normal symbol indicating the result of the normal symbol determination. Details of this normal symbol processing will be described later.

  In S2605, electric tulip processing is performed. This process is to operate the electric tulip 2404 when it is determined that the second starting device 2403 is to be released as a result of the normal symbol determination. Details of the electric tulip process will be described later.

  In S2606, a special winning opening release control process is performed. In this process, when it is determined in S2603 that it is a big hit, the big prize opening / closing solenoid 2508 is controlled to open the big prize device 2406. Details of the big prize opening control process will be described later.

In S2607, prize ball processing is executed. This process controls the payout of prize balls according to the winning of game balls.
In S2608, status notification processing is executed. This process notifies the possibility of being in a non-operating state based on the number of holdings of the normal symbol determination and the special symbol determination and the gaming state. Details of the status notification process will be described later.

  In S2609, transmission processing is executed. In this processing, information necessary for determining various commands and production contents set (stored) in the main RAM 2501c in the processing steps before S2607 is transmitted to the production control board 2520.

[Switch processing]
FIG. 127 is a flowchart showing details of the switch processing in S2602 of FIG.
In the first S2701, the first start port switch process is executed. This process monitors the presence / absence of a detection signal input from the first start port detection switch 2504, and various random numbers (big hit random number, big hit design random number, reach random number, and variation pattern random number that are updated as appropriate by the processing of S2601. ) Is obtained at the time when the detection signal from the first start port detection switch 2504 is input. The first start port switch process will be further described later.

  In subsequent S2702, the second start port switch process is executed. This process monitors the presence / absence of a detection signal input from the second start port detection switch 2505, and various random numbers (big hit random number, big hit symbol random number, reach random number, and variation pattern random number that are appropriately updated by the processing of S2601. ) Is obtained at the time when the detection signal from the second start port detection switch 2505 is input. The second start port switch process will be further described later.

  In the next S2703, gate switch processing is executed. This process monitors the presence / absence of a detection signal input from the gate detection switch 2503, and obtains the value at the time when the detection signal from the gate detection switch 2503 is input for the normal symbol random number updated as appropriate in the process of S2601. To get. The gate switch process will be further described later.

[First start switch processing]
FIG. 128 is a flowchart showing details of the first start port switch process in S2701 of FIG.

  In the first S2801, it is determined whether or not the first start port detection switch 2504 is turned “ON”. This process is based on whether or not a detection signal from the first start port detection switch 2504 (ON signal indicating that the first start port detection switch 2504 is “ON”) is input. It is determined whether or not the detection switch 2504 is “ON”. If it is determined that the first start port detection switch 2504 is “ON” (S2801: YES), the process proceeds to S2802. On the other hand, if it is determined that the first start port detection switch 2504 is not “ON” (S2801: NO), the subsequent processing is not executed and the first start port switch process is terminated.

  In S2802, it is determined whether or not the hold number U1 is less than the maximum hold number Umax1. In this process, the first special symbol determination hold number U1 stored in the main RAM 2501c is less than the first special symbol determination maximum hold number Umax1 ("4" in this embodiment) stored in the main ROM 2501b in advance. It is determined whether or not. If it is determined that the hold number U1 is less than the maximum hold number Umax1 (S2802: YES), the process proceeds to S2803. On the other hand, when it is determined that the hold number U1 is greater than or equal to the maximum hold number Umax1 (S2802: NO), the subsequent process is not executed and the first start port switch process is terminated.

In S2803, the value of the holding number U1 is updated to a value obtained by adding “1”.
In S2804 to S2807, various random numbers are acquired. In this process, a big hit random number, a big hit design random number, a reach random number, and a variation pattern random number are acquired as acquisition information used for the first special symbol determination, and these random numbers are associated and stored in the main RAM 2501c. .

  In S2808, a hold command for notifying that the first special symbol determination is put on hold is set in the main RAM 2501c. This hold command is transmitted to the effect control board 2520 by the transmission process of S2609.

[Second start-up switch processing]
FIG. 129 is a flowchart showing details of the second start port switch process in S2702 of FIG. The second start port switch process is the same as the first start port switch process described above.

  In the first S2901, it is determined whether or not the second start port detection switch 2505 is turned “ON”. This process is performed based on whether or not a detection signal from the second start port detection switch 2505 (ON signal indicating that the second start port detection switch 2505 is “ON”) is input. It is determined whether or not the detection switch 2505 is turned “ON”. If it is determined here that the second start port detection switch 2505 has been turned “ON” (S2901: YES), the flow proceeds to S2902. On the other hand, if it is determined that the second start port detection switch 2505 is not “ON” (S2901: NO), the subsequent processing is not executed and the second start port switch process is terminated.

  In S2902, it is determined whether or not the hold number U2 is less than the maximum hold number Umax2. In this process, the second special symbol determination hold number U2 stored in the main RAM 2501c is less than the second special symbol determination maximum hold number Umax2 ("4" in this embodiment) stored in the main ROM 2501b in advance. It is determined whether or not. If it is determined that the hold number U2 is less than the maximum hold number Umax2 (S2902: YES), the process proceeds to S2903. On the other hand, when it is determined that the hold number U2 is equal to or greater than the maximum hold number Umax2 (S2902: NO), the subsequent process is not executed and the second start port switch process is terminated.

In S2903, the value of the hold count U2 is updated to a value obtained by adding “1”.
In S2904 to S2907, various random numbers are acquired. In this process, as the acquisition information used for the second special symbol determination, a big hit random number, a big hit symbol random number, a reach random number, and a variation pattern random number are acquired, and these random numbers are associated with each other and stored in the main RAM 2501c. .

  In S2908, a hold command for notifying that the second special symbol determination is put on hold is set in the main RAM 2501c. This hold command is transmitted to the effect control board 2520 by the transmission process of S2609.

[Gate switch processing]
FIG. 130 is a flowchart showing details of the gate switch processing in S2703 of FIG.

  In the first S3001, it is determined whether or not the gate detection switch 2503 is turned “ON”. In this process, the gate detection switch 2503 is turned “ON” based on whether or not the detection signal from the gate detection switch 2503 (ON signal indicating that the gate detection switch 2503 is “ON”) is input. It is determined whether or not. Here, when it is determined that the gate detection switch 2503 is “ON” (S3001: YES), the process proceeds to S3002. On the other hand, if it is determined that the gate detection switch 2503 is not “ON” (S3001: NO), the subsequent processing is not executed and the gate switch processing is terminated.

  In S3002, it is determined whether or not the hold number T is less than the maximum hold number Tmax. In this process, it is determined whether or not the number T of normal symbol determination stored in the main RAM 2501c is less than the maximum number Tmax (for example, “4”) of normal symbol determination stored in the main ROM 2501b in advance. To do. Here, when it is determined that the hold number T is less than the maximum hold number Tmax (S3002: YES), the process proceeds to S3003. On the other hand, when it is determined that the hold number T is equal to or greater than the maximum hold number Tmax (S3002: NO), the subsequent process is not executed and the gate switch process is terminated.

  In S3003, the hold count T is updated to a value obtained by adding “1”. In subsequent S3004, a normal symbol random number used for normal symbol determination is acquired and stored in the main RAM 2501c.

[Special symbol processing]
Details of the special symbol processing executed by the main control board 2500 will be described with reference to FIG. FIG. 131 is a flowchart showing details of the special symbol process in S2603 of FIG.

  In first S3101, it is determined whether or not a big hit game is being played. When the big hit game is being played, the big hit game flag stored in the main RAM 2501c is set to “ON”. This process is to determine whether or not the big hit game flag stored in the main RAM 2501c is set to “ON”. If it is determined that the game is a big hit game (S3101: YES), the subsequent symbol processing is terminated without executing the subsequent processing. On the other hand, if it is determined that the game is not a big hit game (S3101: NO), the process proceeds to S3102.

  In step S3102, it is determined whether or not the special symbol variation display is being performed. If it is determined that the special symbol variation display is not in progress (S3102: NO), the flow shifts to S3103. On the other hand, if it is determined that the special symbol is being changed (S3102: YES), the flow proceeds to S3111.

  In S3103, it is determined whether or not the number of holdings U1 of the first special symbol determination or the number of holdings U2 of the second special symbol determination is “1” or more. If it is determined that at least one of the holding numbers U1 and U2 is “1” or more (S3103: YES), the process proceeds to S3104. On the other hand, when it is determined that both the holding numbers U1 and U2 are “0” (S3103: NO), the subsequent process is not executed and the special symbol process is terminated.

  In S3104, the number of holdings U1 of the first special symbol determination or the number of holdings U2 of the second special symbol determination is updated to a value obtained by subtracting “1”. Here, the number of reservations U2 for the second special symbol determination is preferentially subtracted, and when the number of reservations U2 for the second special symbol determination is “0”, the number of reservations U1 for the first special symbol determination is subtracted.

  In S3105, the storage area is shifted. This process executes a shift process for the storage area of the main RAM 2501c. Specifically, the first or second special symbol determination jackpot random number, jackpot symbol random number, reach random number, and variation pattern random number that were subtracted in S3104 are the first stored in the reserved storage area (the oldest one) Are shifted to the determination storage area, and the rest are shifted to the determination storage area.

  In S3106, a big hit determination process is executed. In this process, the jackpot determination process is executed based on the random number stored in the determination storage area. By executing the big hit determination process, it is determined whether the big hit or the loss is made, and stop symbol setting information indicating the determination result is set in the main RAM 2501c. If it is determined that the game is a big hit, the type of the big hit is determined (the type of the big hit determines whether the number of rounds of the big hit game, whether to shift to the probable gaming state or the short-time gaming state after the big hit game) ). Details of the jackpot determination process will be described later.

  In S3107, a variation pattern selection process is executed. Specifically, referring to the variation pattern table stored in advance in the main ROM 2501b, the determination result of the big hit determination in S3106, the type of the stopped symbol set in the main RAM 2501c, the current gaming state, the special symbol determination pending The variation pattern of the special symbol is selected based on the reach random number and the variation pattern random number stored in the determination storage area together with the numbers U1, U2 and the jackpot random number. By performing the process of S3107, it is also determined whether to perform a reachable effect or a reachless effect. Details of the variation pattern selection process will be described later.

  In S3108, a change start command is set. This process includes the symbol setting information set in S3106, information indicating whether the symbol setting information relates to the first special symbol determination or the second special symbol determination, A change start command is set in the main RAM 2501c including change pattern setting information set in the process, information indicating which of the effects with and without reach, information regarding the gaming state of the gaming machine 2301, and the like. is there. This variation start command is a command for instructing the start of the variation effect accompanying the special symbol variation display, and is transmitted to the effect control board 2520 by the transmission processing of S2609.

  On the other hand, the effect control board 2520 needs to specify the result of the special symbol determination by analyzing the variation start command received from the main control board 2500 and perform either the effect with reach or the effect without reach. To determine the game state of the gaming machine 2301 by acquiring the variation time during which the special symbol is variably displayed. From the voice output device 2531, the pattern in which the decorative symbol is variably displayed on the liquid crystal display device 2401 in accordance with the special symbol variation display on the first special symbol display 4000 or the second special symbol display 4010. The sound output is determined, the light emission pattern of the frame lamp 2313 is determined, etc., and the image control board 2530 and the lamp control board 2540 execute the effect of the determined content.

  In S3109, the variable display is started. This process starts the special symbol fluctuation display based on the setting information included in the fluctuation start command set in the process of S3108. This special symbol variation display is performed using the first special symbol display 4000 or the second special symbol display 4010.

In S3110, measurement of the variation time is started. In this process, measurement of a variation time that is an elapsed time since the start of variation display is started.
In next step S3111, it is determined whether or not the variation time has elapsed. In this process, it is determined whether or not the variation time corresponding to the variation pattern selected by the process in S3107 has elapsed since the measurement of the variation time in S3110. If it is determined that the fluctuation time has not elapsed (S3111: NO), the special symbol process is terminated without executing the subsequent processes. On the other hand, when it is determined that the fluctuation time has elapsed (S3111: YES), the process proceeds to S3112.

  In S3112, a symbol confirmation command is set. This process sets a symbol confirmation command in the main RAM 2501c for notifying the first special symbol display 4000 or the second special symbol display 4010 that the stop symbol indicating the determination result of the special symbol determination is to be stopped. is there. The symbol confirmation command is transmitted to the effect control board 2520 by the transmission process in S2609. Thereby, the process etc. which stop-display the decoration symbol which was variably displayed on the liquid crystal display device 2401 in the aspect which shows the determination result of special symbol determination, etc. are performed.

  In S3113, the variable display ends. This process ends the special symbol variation display started in the process of S3109. At that time, the stop symbol (big hit symbol or lost symbol) set in the process of S3106 is stopped and displayed on the first and second special symbol indicators 4000 and 4010 that have variably displayed the special symbol. Specifically, when the special symbol is variably displayed on the first special symbol display 4000, the first special symbol display 4000 stops and displays the big hit symbol or the lost symbol, and the second special symbol display 4010 When the special symbol is variably displayed, the big special symbol or the lost symbol is stopped and displayed on the second special symbol display 4010.

In S3114, the measured variation time is reset. This process is to reset the variation time when the measurement is started in the process of S3110.
In continuing S3115, the process during a stop is performed. This process includes a process of starting a big hit game in the case of a big hit. Details of the stop process will be described later.

[Big hit judgment processing]
FIG. 132 is a flowchart showing details of the big hit determination process in S3106 of FIG. 131.

  In the first S3201, a big hit determination is performed. Here, when the big hit determination relating to winning in the first starter 2402 is executed, the big special hit determination table of the first special symbol stored in the main ROM 2501b in advance is used. On the other hand, when the jackpot determination relating to winning in the second starter 2403 is executed, the jackpot determination table of the second special symbol stored in advance in the main ROM 2501b is used.

  A jackpot random number is described in the jackpot determination table of the first special symbol and the second special symbol. Therefore, the jackpot is determined based on whether or not the jackpot random number stored in the determination storage area matches the random number value described in the jackpot determination table of the first special symbol or the second special symbol. If they do not match, it is determined to be lost. At this time, as an example, when the gaming state is the normal gaming state, among the random numbers of 0 to 598, the big hit random number is either “7” or “8”, and when the gaming state is the probability variation gaming state, The big hit random number is any one of “7” to “26”.

  In subsequent S3202, it is determined whether or not a big hit. This process determines whether or not the game is a big hit based on the determination result of S3201. If it is determined that the game is a big hit (S3202: YES), the process proceeds to S3203. On the other hand, when it is determined that it is not a big hit (S3202: NO), that is, when it is a loss, a stop symbol corresponding to the loss is set in S3205, and the big hit determination process is terminated.

  In S3203, the type of jackpot is determined. In this process, the type of jackpot is determined using the jackpot symbol determination table stored in the main RAM 2501c. Here, based on the jackpot symbol random number stored in the determination storage area, it is determined whether the probability variation jackpot or the normal jackpot.

  In S3204, a big hit symbol is set. In this process, a jackpot symbol corresponding to the jackpot type determined in the process of S3203 is set in the main RAM 2501c as setting information. As a result, during the process of S3113 described above, the jackpot symbol set here is stopped and displayed as a stop symbol on the first special symbol display 4000 or the second special symbol display 4010, and the jackpot game is executed. become. After the process of S3204, the big hit determination process is terminated.

[Variation pattern selection processing]
FIG. 133 is a flowchart showing details of the variation pattern selection processing in S3107 of FIG. 131.

  In first S3301, it is determined whether or not a big hit. This process is based on the jackpot determination in S3201 of FIG. If it is determined that the game is a big hit (S3301: YES), the process proceeds to S3302. On the other hand, if it is determined that it is not a big hit (S3301: NO), that is, if it is a loss, the process proceeds to S3305.

  In S3302, it is determined whether or not the probability variation big hit. This process is based on the type of jackpot determined in S3203 of FIG. If it is determined that it is a probable big hit (S3302: YES), the fluctuation pattern table for the probable big hit is set in S3303, and then the process proceeds to S3309. On the other hand, if it is determined that it is not a probable big hit (S3302: NO), that is, if it is a normal big hit, a normal big hit variation pattern table is set in S3304, and then the flow proceeds to S3309.

  In S3305, which is shifted when it is determined that the game is not a big hit, the gaming state and the number of reserved balls are determined. This process is to determine whether the current gaming state is a short-time gaming state or a non-short-time gaming state based on the short-time gaming flag stored in the main RAM 2501c. Moreover, the number of pending special symbol determinations is determined. As a result, the corresponding variation pattern table is narrowed down.

  In S3306, it is determined whether or not it is reach. In the case of a loss, this process determines whether or not to perform a reach effect to make the player expect a big hit. Specifically, it is determined whether or not the reach random number stored in the determination storage area matches the reach random number described in the variation pattern table. Here, when it is determined that it is reach (S3306: YES), the process proceeds to S3307. On the other hand, when it is determined that it is not reach (S3306: NO), the process proceeds to S3308.

  In step S3307, a reach variation pattern table is set. In this process, the reach variation pattern table is read from the main ROM 2501b based on the gaming state and the number of reserved balls determined in S3305, and is set in the main RAM 2501c. Thereafter, the process proceeds to S3309.

  In S3308, a fluctuation pattern table without reach is set. In this process, the unreachable variation pattern table is read from the main ROM 2501b based on the gaming state and the number of reserved balls determined in S3305 and set in the main RAM 2501c. Thereafter, the process proceeds to S3309.

  In S3309, a variation pattern random number determination process is performed. In this process, the fluctuation pattern random number is determined using the fluctuation pattern table set in the process of S3303, S3304, S3307, or S3308. Specifically, the variation pattern corresponding to the variation pattern random number stored in the determination storage area is selected with reference to the variation pattern table set in the main RAM 2501c. By performing the processing of S3309, the variation pattern (variation time) of the special symbol is determined.

  In S3310, a variation pattern is set. In this process, the variation pattern selected in S3309 is set in the main RAM 2501c as setting information. The variation pattern setting information is included in the variation start command set in the process of S3108 in FIG. 131 together with the symbols set in the big hit determination process, and is transmitted to the effect control board 2520 by the transmission process of S2609.

[Processing while stopped]
FIG. 134 is a flowchart showing details of the stopping process in S3115 in FIG. 131.

  In first S3401, it is determined whether or not a big hit. This process determines whether or not the game is a big hit based on the determination result of S3201 in FIG. If it is determined that the game is a big hit (S3401: YES), the big win game flag is set to “ON” in S3402, and then the process proceeds to S3403. On the other hand, when it is determined that it is not a big hit (S3401: NO), the process proceeds to S3406.

  In S3403, it is determined whether or not the time-saving game flag is “ON”. In this process, it is determined whether or not the hourly game flag stored in the main RAM 2501c is set to “ON”. The short-time game flag is a flag indicating whether or not the gaming state of the gaming machine 2301 is the short-time game state, and is set to “ON” when the normal game state shifts to the short-time game state. It is set to “OFF” when returning to the gaming state. If it is determined that the short-time game flag is set to “ON” (S3403: YES), the short-time game flag is set to “OFF” in S3404, and then the process proceeds to S3405. On the other hand, if it is determined that the short-time game flag is not set to “ON” (S3403: NO), that is, if the short-time game flag is set to “OFF”, the processing of S3404 is not executed. The process moves to S3405.

  In S3405, an opening command is set in the main RAM 2501c. The opening refers to a period from the start of the big hit game until the first prize winning device 2406 starts to be released. The opening command is a command for notifying that the opening is started, and is transmitted to the effect control board 2520 by the transmission process of S2609.

  In S3406, which is shifted to a case where it is determined that the game is not a big hit in S3401, it is determined whether or not the probability variation game flag is “ON”. The probability change game flag is stored in the main RAM 2501c, and is “ON” when the probability change game state is set, and is “OFF” when the normal game state is set. If it is determined that the probability variation game flag is “ON” (S3406: YES), the subsequent processing is terminated without executing the subsequent processing. On the other hand, when it is determined that the probability variation game flag is “OFF” (S3406: NO), the process proceeds to S3407.

  In S3407, it is determined whether or not the time-saving game flag is “ON”. The time saving game flag is stored in the main RAM 2501c, and is set to “ON” when the time saving gaming state is set, and is set to “OFF” when the non-time saving gaming status is set. If it is determined that the time-saving game flag is “ON” (S3407: YES), the flow shifts to S3408. On the other hand, when it is determined that the time-saving game flag is “OFF” (S3407: NO), the subsequent processing is terminated without executing the subsequent processing.

In S3408, “1” is subtracted from the short-time fluctuation count W, and the short-time fluctuation count W is updated. The time fluctuation count W is stored in the main RAM 2501c.
In S3409, it is determined whether or not the number of time fluctuations W is “0”. If it is determined that W = 0 (S3409: YES), the time-saving game flag is set to “OFF” in S3410, and then the in-stop process is terminated. On the other hand, if W ≠ 0 (S3409: NO), the process in S3410 is not executed and the stopped process is terminated.

[Normal pattern processing]
FIG. 135 is a flowchart showing details of the normal symbol processing in S2604 of FIG. 126.
In first S3501, it is determined whether or not the auxiliary game flag is “ON”. This process determines whether or not the auxiliary game flag stored in the main RAM 2501c is set to “ON”. The auxiliary game flag is a flag that indicates whether or not the electric tulip 2404 is in an auxiliary game in which the operation of returning to the closed position after maintaining the open position for a specified time is performed, and is set to “ON” during the auxiliary game. When it is not in the auxiliary game, “OFF” is set. If it is determined that the auxiliary game flag is set to “ON” (S3501: YES), the subsequent symbol processing is terminated without executing the subsequent processing. In this case, it moves to the electric tulip process of S2605. On the other hand, if it is determined that the auxiliary game flag is not “ON” (S3501: NO), that is, if the auxiliary game flag is set to “OFF”, the process proceeds to S3502.

  In S3502, it is determined whether or not the normal symbol is changing. This process determines whether or not the variable display on the normal symbol display 4040 is being performed. Here, when it is determined that the normal symbol is not changing (S3502: NO), the process proceeds to S3503. On the other hand, if it is determined that the normal symbol is changing (S3502: YES), the flow shifts to S3514.

  In S3503 which is shifted to when the normal symbol is changing, it is determined whether or not the number T of the normal symbol determination is “1” or more. Here, when it is determined that the hold number T is “1” or more (S3503: YES), the process proceeds to S1704. On the other hand, if it is determined that the number of holds T is not “1” or more (S3503: NO), that is, if the number of holds T is “0”, the subsequent process is not executed and the normal symbol processing is terminated. .

  In S3504, the number T of holding is updated to a value obtained by subtracting “1”. In step S3505, a hit random number determination process is performed. In this process, whether the oldest normal symbol random number among the normal symbol random numbers stored in the main RAM 2501c in S3004 of FIG. 130 matches one of the winning values related to the normal symbol determination stored in the main ROM 2501b in advance. It is to determine whether or not.

  In S3506, it is determined whether or not it is a win. This process determines whether or not the determination result of the normal symbol determination is a win based on the determination result of S3505. If it is determined that it is a win (S3506: YES), the win symbol is set in the main RAM 2501c in S3507, and then the process proceeds to S3509. On the other hand, if it is determined that it is not a hit (S3506: NO), that is, if it is a loss, the lost symbol is set in the main RAM 2501c in S3508, and then the flow proceeds to S3509.

  In S3509, it is determined whether or not the normal gaming state. This process is to determine whether or not the current gaming state of the gaming machine 2301 is the normal gaming state based on whether or not the short-time gaming flag is set to “ON”. If it is determined that the game is in the normal game state (S3509: YES), the normal symbol variation time is set to 12 seconds in S3510, and then the process proceeds to S3512. On the other hand, if it is determined that the game state is not the normal game state (S3509: NO), that is, if the game state is the short time game state, the normal symbol variation time is set to 3 seconds in S3511, and then the process proceeds to S3512. The normal symbol variation time is a time for which the normal symbol display unit 4040 displays the normal symbol in a variable manner. The normal symbol variation time set here is temporarily stored in the main RAM 2501c.

In S3512, the normal symbol change by the normal symbol display 4040 is started. In step S3513, measurement of elapsed time from the start of the variable display is started.
On the other hand, in S3514 which is shifted to when the normal symbol is not changing, it is determined whether or not the normal symbol change is ended. Specifically, it is determined whether or not to end the normal symbol variation display based on whether or not the elapsed time when measurement was started in S3513 has reached the normal symbol variation time set in S3510 or S3511. To do. Here, when it is determined that the variation of the normal symbol is to be ended (S3514: YES), the normal symbol variation display on the normal symbol display 4040 is terminated in S3515, and the winning symbol or the lost symbol is stopped and displayed. The process moves to S3516. On the other hand, if it is determined not to end the variation of the normal symbol (S3514: NO), the subsequent symbol processing is terminated without executing the subsequent processing.

In S3516, the elapsed time is reset. This process is to reset the elapsed time when the measurement was started in the process of S3513.
In S3517, as in S3506, it is determined whether or not the determination result of the normal symbol determination is a win. If it is determined that it is a win (S3517: YES), the auxiliary game flag is set to “ON” in S3518, and then the normal symbol process is terminated. On the other hand, when it is determined that it is not a hit (S3517: NO), the process of S3518 is not executed, and the normal symbol process is terminated.

[Electric tulip treatment]
FIG. 136 is a flowchart showing details of the electric tulip process in S2605 of FIG.

  In the first S3601, it is determined whether or not the auxiliary game flag is “ON”. If it is determined that the auxiliary game flag is “ON” (S3601: YES), the process proceeds to S3602. On the other hand, when it is determined that the auxiliary game flag is not “ON” (S3601: NO), that is, when the auxiliary game flag is “OFF”, the subsequent processing is not executed, and the electric tulip End the process.

  In S3602, it is determined whether the electric tulip 2404 is operating. If it is determined that the electric tulip 2404 is operating (S3602: YES), the process proceeds to S3607. On the other hand, when it is determined that the electric tulip 2404 is not in operation (S3602: NO), the process proceeds to S3603.

  In S3603, it is determined whether it is a normal gaming state. This process is the same as S3509 in FIG. If it is determined that the game state is the normal game state (S3603: YES), an operation pattern is set in S3604, and then the process proceeds to S3606. In S3604, as an operation pattern of the electric tulip 2404, an operation pattern for performing the operation of opening the second starter 2403 twice for 0.1 seconds is set in the main RAM 2501c. Thereby, the opening for a total of 0.2 seconds is realized. On the other hand, if it is determined that the game state is not the normal game state (S3603: NO), that is, if the game state is the short-time game state, the operation pattern is set in S3605, and then the process proceeds to S3606. In S3605, as an operation pattern of the electric tulip 2404, an operation pattern for performing the operation of opening the second starter 2403 for 0.5 seconds seven times is set in the main RAM 2501c. Thereby, the opening for 3.5 seconds is realized.

  In S3606, the operation of the electric tulip 2404 is started. This process starts the operation of the electric tulip 2404 with the operation pattern set in S3604 or S3605.

  In S3607, it is determined whether the operation is completed. If it is determined that the operation of the electric tulip 2404 has been completed (S3607: YES), the auxiliary game flag is set to “OFF” in S3608, and then the electric tulip process is terminated. Thereby, an auxiliary game is complete | finished. On the other hand, if it is determined that the operation of the electric tulip 2404 has not been completed (S3607: NO), the process of S3608 is not executed and the electric tulip process is terminated.

[Big prize opening control process]
FIG. 137 is a flowchart showing details of the special winning opening opening control process in S2606 of FIG.

  In first S3701, it is determined whether or not the big hit game flag is set to “ON”. If it is determined that the big hit game flag is set to “ON” (S3701: YES), the process proceeds to S3702. On the other hand, if it is determined that the jackpot game flag is not set to “ON” (S3701: NO), that is, if the jackpot game flag is set to “OFF”, the subsequent processing is not executed. End the big prize opening control process.

  In S3702, it is determined whether the opening is in progress. For example, it is determined whether or not the jackpot game is being opened based on whether or not the elapsed time after setting the opening command related to the jackpot game by the processing of S3405 has reached a predetermined opening time. is there. If it is determined that the opening is being performed (S3702: YES), the process proceeds to S3703. On the other hand, if it is determined that the opening is not being performed (S3702: NO), the process proceeds to S3711.

  In S3703, it is determined whether the opening time has elapsed. If it is determined that the opening time has elapsed (S3703: YES), the process proceeds to S3704. On the other hand, when it is determined that the opening time has not elapsed (S3703: NO), the subsequent process is not executed and the special winning opening opening control process is terminated.

  In S3704, an operation pattern is set. In this process, the round upper limit number Rmax (for example, “15” or “8”) and the operation pattern are determined and stored in the main RAM 2501c. By the processing of S3704, various times related to the big hit game such as the interval time between rounds and the next round, and the ending time after the end of the final round are also set.

  In S3705, the winning number Y of game balls to the big winning device 2406 is reset to “0”. In the subsequent S3706, the number R of big hits R stored in the main RAM 2501c is updated to a value obtained by adding “1”. The round number R is set to “0” before the start of the big hit, and is incremented by “1” every time the process of S3706 is executed.

  In S3707, opening control of the special winning opening is started. In subsequent S3708, measurement of an opening time that is an elapsed time since the opening control in S3707 is started is started. In the next S3709, a round start command is set. In this process, a round start command for notifying that a round game has started is set in the main RAM 2501c. After the process of S3709 ends, the process proceeds to S3716.

  In S3711 which is shifted when it is determined that the opening is not being performed, it is determined whether or not the ending is being performed. This process determines, for example, whether or not the ending immediately after the end of the final round is in progress based on information indicating at which point in the big hit game the current state stored in the main RAM 2501c. If it is determined that ending is in progress (S3711: YES), the flow shifts to S3724. On the other hand, if it is determined that the ending is not in progress (S3711: NO), the process proceeds to S3712.

  In S3712, it is determined whether the interval is in progress. For example, this process determines whether or not the current state stored in the main RAM 2501c is in the interval (between the rounds) based on the information indicating when the current state of the jackpot game is. To do. If it is determined that the interval is in effect (S3712: YES), the process proceeds to S3713. On the other hand, when it determines with it not being during an interval (S3712: NO), it transfers to S3714.

  In S3713, it is determined whether the interval time has elapsed. This process is to determine whether or not the interval time set by the process of S3704 has elapsed since the big winning device 2406 was closed at the end of the previous round. If it is determined that the interval time has elapsed (S3713: YES), the process proceeds to S3704 because it is time to start the next round. On the other hand, when it is determined that the interval time has not elapsed (S3713: NO), the subsequent process is not executed, and the special winning opening opening control process is terminated.

  In S3714, it is determined whether or not the special winning opening detection switch 2506 is turned “ON”. The special winning opening detection switch 2506 is a switch for detecting the winning of a game ball in the special winning opening. In this process, it is determined whether or not the special winning opening detection switch 2506 is “ON” based on whether or not a detection signal is input from the special winning opening detection switch 2506 during the round. If it is determined that the big prize opening detection switch 2506 is “ON” (S3714: YES), it is judged that one game ball has won the big prize device 2406, and the game ball is won in S3715. The number Y is updated to a value obtained by adding “1”, and then the process proceeds to S3716. On the other hand, if it is determined that the special winning opening detection switch 2506 is not “ON” (S3714: NO), the process of S3715 is not executed, and the process proceeds to S3716.

  In S3716, it is determined whether the specified opening time has elapsed. In this process, it is determined whether or not the specified opening time has elapsed since the opening of the special winning device 2406. Specifically, it is determined whether or not the opening time at which the measurement is started by the process of S3708 has reached a specified opening time (29 seconds in the present embodiment) stored in advance in the main ROM 2501b. If it is determined that the specified opening time has elapsed (S3716: YES), the process proceeds to S3718 without executing the process of S3717. On the other hand, when it is determined that the specified release time has not elapsed (S3716: NO), the process proceeds to S3717.

  In S3717, it is determined whether or not the winning number Y has reached the winning upper limit number Ymax. In this process, the winning number Y of game balls in the current round stored in the main RAM 2501c is the maximum winning number Ymax (for example, “9”) that defines the closing timing of the big winning device 2406 stored in the main ROM 2501b in advance. ) Is determined. If Y = Ymax (S3717: YES), the flow shifts to S3718. On the other hand, if Y ≠ Ymax (S3717: NO), the subsequent process is not executed, and the special winning opening release control process is terminated.

In S3718, the opening control of the big prize opening opening control 2406 is terminated. As a result, the special winning device 2406 is closed.
In S3719, it is determined whether or not the round number R has reached the round upper limit number Rmax. If R = Rmax (S3719: YES), the process proceeds to S3721. On the other hand, if R ≠ Rmax (S3719: NO), the measurement of the interval time is started in S3720, and then the special winning opening release control process is terminated. The process of S3720 starts measuring the interval time, which is the elapsed time since the big winning device 2406 is closed, in order to control the start timing of the next round. This interval time is used for the processing of S3713.

  In S3721, the measurement of the ending time is started. In S3722, the round number R is reset to “0”. In S3723, an ending command is set in the main RAM 2501c. This ending command is a command for notifying that the final release of the big prize winning device 2406 has ended, and is transmitted to the effect control board 2520 by the transmission processing of S2609.

  In S3724, it is determined whether or not the ending time has elapsed. In this process, it is determined whether or not the ending time when the measurement is started by the process of S3721 has reached the set ending time set by the process of S3704. If it is determined that the ending time has elapsed (S3724: YES), the process proceeds to S3725. On the other hand, when it is determined that the ending time has not elapsed (S3724: NO), the subsequent process is not executed and the special winning opening release control process is terminated.

  In S3725, a game state setting process is executed. The game state setting process sets the game state of the gaming machine 2301 after the big hit game ends. Details of the game state setting process will be described later.

  In S3726, the big hit game flag is turned “OFF”, and then the big prize opening control process is ended. By setting the jackpot game flag to “OFF”, the jackpot game ends.

[Game state setting process]
FIG. 138 is a flowchart showing details of the gaming state setting process in S3725 of FIG.

In the first step S3801, the presence / absence of probability change is determined based on the big hit symbol. This process is based on the jackpot symbol set in S3204 of FIG.
In S3802, it is determined based on the determination result in S3801 whether or not it is a probable big hit. Here, when it is determined that it is a probable big hit (S3802: YES), the process proceeds to S3803. On the other hand, if it is determined that it is not a probable big hit (S3802: NO), that is, if it is a normal big hit, the process proceeds to S3805.

  In S3803, the probability variation game flag is set to “ON”. The probability change game flag is stored in the main RAM 2501c, and is “ON” when the probability change game state is set, and is “OFF” when the normal game state is set.

  In S3804, the time-saving game flag is set to “ON”. The time saving game flag is stored in the main RAM 2501c, and is set to “ON” when the time saving gaming state is set, and is set to “OFF” when the non-time saving gaming status is set. After the process of S3804, the game state setting process is terminated.

In S3805, which is shifted to when it is determined that the probability variation big hit is not, the probability variation game flag is set to “OFF”.
In S3806, the short-time game flag is set to “ON”, and in S3807, “100” is set to the short-time fluctuation count W. Thereby, a game (a so-called short-time game) in which a decrease in the number of game balls in the low probability state is suppressed is awarded 100 times. After the process of S3807 is completed, the game state setting process is terminated.

[Status notification processing]
FIG. 139 is a flowchart showing details of the status notification processing in S2608 of FIG.
In first S3901, it is determined whether or not the number of holds is “0”. This process is to determine whether or not the number T of the normal symbol determination and the number U1 and U2 of the special symbol determination stored in the main RAM 2501c are “0”. This is because, when the number of holds is “0”, there is a high possibility of being in a non-operating state. If it is determined that the number of holds is “0” (S3901: YES), the process proceeds to S3902. On the other hand, if the hold number is not “0” (S3901: NO), an operation command is set in S3906, and the state notification process is terminated. The operation command is a command indicating that the gaming machine 2301 is in an operation state, and is transmitted to the effect control board 2520 in S2609 of FIG.

  In S3902, it is determined whether or not it is changing. This process determines that the normal symbol or the special symbol is not changing. This is because when there is no change, there is a high possibility that the vehicle is not operating. If it is determined that the change is not occurring (S3902: YES), the flow shifts to S3903. On the other hand, if it is determined that it is changing (S3902: NO), an operation command is set in S3606, and the state notification process is terminated.

  In S3903, it is determined whether or not the probability variation game flag is “OFF”. In this process, it is determined whether or not the probability variation game flag stored in the main RAM 2501c is “OFF”, that is, the normal game state. In the case of a probable game state, there is a low possibility of being in a non-operating state. If it is determined that the probability variation game flag is “OFF” (S3903: YES), the flow shifts to S3904. On the other hand, when it is determined that the probability variation game flag is “ON” (S3903: NO), an operation command is set in S3906, and the state notification process is terminated.

  In S3904, it is determined whether or not the time-saving game flag is “OFF”. In this process, it is determined whether or not the short-time game flag stored in the main RAM 2501c is “OFF”, that is, the non-short-time game state. In the case of the short-time gaming state, the possibility of being in the non-operating state is low. If it is determined that the time-saving game flag is “OFF” (S3904: YES), a non-operation command is set in S3905, and then the state notification process is terminated. On the other hand, when it is determined that the short-time game flag is “ON” (S3904: NO), an operation command is set in S3906, and the state notification process is terminated.

  Note that the non-operating command is a command indicating that the gaming machine 2301 is likely to be non-operating. The non-operation command set in S3905 is transmitted to the effect control board 2520 in S2609 in FIG.

<Embodiment B>
The display 2408 may be configured as in the embodiment B described below, instead of the embodiment a described above. Note that the configuration unique to the display 2408 of the embodiment B will be mainly described, and the description of the same configuration as the embodiment A will be basically omitted.

  The display 2408 of the embodiment B has a plurality of LEDs 4945 arranged in two rows. When displaying information related to the profits given to the player in the game only by the display 2408, these LEDs 4945 include the first and second special symbol displays 4900 and 4910, the first and second special symbol hold. A display 4901, 4911, a probability change display 4920, a time reduction display 4921, a right-handed display 4922, a jackpot round number display 4930, a normal symbol display 4940, and a normal symbol hold display 4941 are configured. The LEDs 4945 are arranged in two rows in parallel along the game ball launch path formed by the rails 2410a and 2410b. Note that the arrangement of the LEDs 4945 is not limited to this, and the LEDs 4945 may be arranged in one row along the launch path of the game balls, or may be arranged in three or more rows. They may be arranged regardless of the passage.

  As shown in FIG. 148-1, the indicator 2408 is disposed on the rear side of the covering member 4800 installed on the game board 2310, and the front side is covered with the covering member 4800. The covering member 4800 is a member that functions to close or fill the front and rear regions on the front side of the game board 2310, and is composed of a plate portion constituting the front surface and a wall portion extending rearward from the outer peripheral edge of the plate portion. It is in the shape of a box that opens to (Fig. 148-2). Here, the “front / rear area” is an area that can be provided to provide a game area 2312 through which a game ball passes on the front side of the plate member 2400. Parts such as a winning opening and a gate 2405 are arranged. The covering member 4800 is arranged so that the front surface thereof is substantially the same as the front ends of the rails 2410a and 2410b, and also serves as a board decoration when arranged outside the outer rail 2410a (game area 2312) as in this embodiment. There is. Note that in the case where the display 2408 is arranged inside the game area 2312, a part of the game parts installed in the game area 2312 such as the starter devices 2402 and 2403 and the big prize device may be configured by the covering member 4800. Good.

  The covering member 4800 has a portion covering the front side of the display 2408 that is transparent or translucent, or has an opening corresponding to the window 5106 or the like of the display 2408, so that the LED 4945 can be connected through the window 5106 from the front side. The state is configured to be visible. The covering member 4800 is attached to the plate member 2400 of the game board 2310 so as to be replaceable by screwing or the like. The indicator 2408 is attached to the covering member 4800 so as to be housed inside the covering member 4800. At this time, the display 2408 faces the back side of the game board 2310 (plate member 2400), and the back side of the game board 2310 with respect to a connector 5000 (FIG. 150) described later provided to face the back side. It becomes accessible from. As described above, the covering member 4800 can be attached to and detached from the plate member 2400 with the display 2408 attached, and the covering member 4800 can be easily replaced in accordance with replacement of the display 2408 or change of model. is there.

  Since the display 2408 is covered with the covering member 4800, it is difficult to access from the outside. Even if a fraudulent act is performed, it is possible to earn time until the display substrate 5100 is reached, and it is possible to make fraud more difficult.

  The display 2408 of this embodiment is detachably attached to the covering member 4800 by screwing or the like. Therefore, by removing the covering member 4800 from the plate member 2400, it is possible to easily replace the indicator 2408 when a failure occurs. Note that the display 2408 is attached to the covering member 4800 by adhesion or the like so that it is difficult to remove, reassemble, or when the display 2408 is removed from the covering member 4800. May be. In other words, the attachment structure of the display 2408 and the covering member 4800 has a structure that is difficult to remove without destroying the covering member 4800 or the display 2408, and the covering member 4800 or the display 2408 is broken or deformed by the removal. Thus, at least one of the configurations that cannot be assembled as in the original, the configuration in which the covering member 4800 or the indicator 2408 is broken or deformed by the removal, and the removal trace remains on the covering member 4800 or the indicator 2408. It may be.

  As shown in FIGS. 151-1, 151-2, and 152, the display 2408 includes a display substrate 5100 on which a plurality of LEDs 4945 are surface-mounted and a cover member that covers at least the front side of the display substrate 5100. 5102. The display 2408 is installed in a standing posture such that the display substrate 5100 disposed on the rear side of the cover member 5102 is along the board surface of the game board 2310. The display 2408 is configured to be difficult or inaccessible from the outside with respect to the front surface of the display substrate 5100 by the cover member 5102. The display 2408 is attached to the covering member 4800, and the light of the LED 4945 can be visually recognized by the player through the covering member 4800. Further, the display 2408 can be accessed from the back side of the game board 2310 to the connector 5000 (FIG. 150) provided so that the back side faces the back side of the game board 2310 (plate member 2400) and faces the back side. It has become.

  As shown in FIG. 153, the display board 5100 has the same configuration as that of the embodiment A, and is a case where information relating to the profits given to the player in the game is displayed only by the display 2408. The first special symbol indicator 4900 is composed of six LEDs 4945 on the left side of the upper row, and the second special symbol indicator 4910 is composed of six LEDs 4945 in the upper row. The first special symbol hold indicator 4901 is composed of two LEDs 4945 arranged between the first special symbol indicator 4900 and the second special symbol indicator 4910, and the second special symbol hold indicator 4911 is It consists of two LEDs 4945 on the right side of the second special symbol display 4910. On the right side of the second special symbol holding display 4911, the probability variation display 4920, the time reduction display 4921, and the right-handed display 4922 are arranged one by one in this order. The big hit round number display 4930 is composed of eight LEDs 4945 on the left side of the lower row, the normal symbol display 4940 is composed of three LEDs 4945 on the right side of the big hit round number display 4930, and the normal symbol hold indicator 4941 is , Composed of two LEDs 4945 from the right side of the lower row.

  As shown in FIGS. 155 and 156, in this embodiment, current limiting means 5500 and 5600 for controlling the current flowing through the plurality of LEDs 4945 are provided on the main control board 2500 side. Note that the current control means 5500 and 5600 may be provided on the effect control board 2520 as long as the display 2408 is electrically connected to the effect control board 2520. As shown in FIG. 155, an excessive current flows through each LED 4045 by mounting a resistor 5500 as a current limiting means on the main control board 2500 and limiting the current flowing through the plurality of LEDs 4045 to a predetermined value or less. Is preventing. The resistor 5500 may be through-hole mounting in which the lead of the resistor 5500 is fixed to the hole of the printed board, but may be surface-mounted on the main control board 2500. Thereby, the main control board 2500 does not protrude a lead for connecting the resistor 5500 to the circuit on the side opposite to the mounting surface of the resistor 5500, and can effectively use the surface opposite to the mounting surface.

  The resistor 5500 may be disposed on the other surface opposite to the surface on which the electrical component of the main control board 2500 is mounted at a position corresponding to the mounting region of the electrical component. In this case, the mounting area of the plurality of resistors 5500 and the mounting area of the electronic component may be either completely overlapped or partially overlapped with the main control board 2500 sandwiched in the front-rear direction. By mounting the resistor 5500 on one surface of the main control board 2500, the mounting of the resistor 5500 does not affect the front surface of the display substrate 4200 like through-hole mounting. Thus, the main control board 2500 can be made more compact by effectively using both sides of the main control board 2500.

  As shown in FIG. 156, the current control means 5600 may be provided as a driver in the main control means 2500. The current limiting unit 5600 prevents the excessive current from flowing through each LED 4045 by limiting the current flowing through the plurality of LEDs 4045 to be a predetermined value or less. Thus, by providing the current limiting means 5500, 5600 on the main control board 2500 side, the resistance of the display board 5100 can be eliminated or reduced, so that the display board 5100 can be made more compact and the display 2408 can be made compact. Can be reduced in size.

  As shown in FIGS. 149, 151-1, and 151-2, the cover member 5102 includes a front cover portion 5108 in which windows 5106 corresponding to the respective LEDs 4945 mounted on the surface of the display substrate 5100 are formed. And a lateral cover portion 5110 formed so as to rise to the rear side at the periphery of the front cover portion 5108. The cover member 5102 is formed in a box shape opened rearward by the front cover portion 5108 and the horizontal cover portion 5110, and the display substrate 5100 is accommodated in an inner region surrounded by the front cover portion 5108 and the horizontal cover portion 5110. It is possible. When the display substrate 5100 is stored in the inner region of the cover member 5102, the display substrate 5100 is aligned with the open end (rear end) of the horizontal cover portion 5110 (this embodiment) or more than the open end. Located on the front cover portion 5108 side (front side), the entire display substrate 5100 is accommodated in the inner region of the cover member 5102. In other words, the cover member 5102 covers the front surface of the display substrate 5100 on which the LEDs 4945 are mounted with the front cover portion 5108, covers the peripheral surface of the display substrate 5100 with the horizontal cover portion 5110, and displays due to the presence of the cover member 5102. It is difficult to access the front surface and peripheral surface of the substrate 5100 from the outside. In the cover member 5102 of this embodiment, the inner region is formed to match a part of the outer edge of the display substrate 5100, and when the display substrate 5100 is stored in the inner region, the display substrate 5100 is formed on the inner surface of the horizontal cover portion 5110. The display substrate 5100 can be held so as not to be misaligned.

  In this manner, the display substrate 5100 is disposed in a state of being accommodated in the cover member 5102, so that it is difficult to access the display substrate 5100 from the front side or the lateral side, and illegal acts on the display substrate 5100 are prevented. can do. Further, even if it is attempted to remove the display substrate 5100, it is difficult to remove the display substrate 5100 from the cover member 5102 because it is difficult to access the display substrate 5100 as described above.

  As shown in FIGS. 151-1 and 154, the cover member 5102 has a window 5106 penetrating the front cover portion 5108 in the front-rear direction corresponding to the LED 4945 by a window defining portion 5112 formed in the front cover portion 5108. It is defined. The window 5106 may be provided corresponding to each of the plurality of LEDs 4945 (this embodiment), or may be provided so as to correspond to two or more predetermined number of LEDs 4945 among the plurality of LEDs 4945. The window 5106 has a polygonal or circular shape such as a quadrangle (this embodiment) and is formed larger than the outer shape of the corresponding LED 4945 so that the corresponding one or more LEDs 4945 are entirely inside. Yes. In the cover member 5102, the windows 5106 are formed in two rows. When the cover member 5102 is disposed in a state where the front side of the display substrate 5100 is covered, each window 5106 is disposed at a position corresponding to each LED 4945. Thus, the lighting state of each LED 4945 facing each window 5106 can be viewed through the window 5106. The configuration of the window defining unit 5112 is the same as that of the embodiment a.

  As shown in FIG. 154, the cover member 5102 includes an alignment portion 5400 that protrudes rearward from the rear surface of the front cover portion 5108. The alignment unit 5400 is formed integrally with the window defining unit 5112 so as to protrude rearward from the rear surface of the window defining unit 5112 facing the front surface of the display substrate 5100. The alignment unit 5400 is configured to fit in the substrate hole 5300 (FIG. 153) formed in the display substrate 5100 and to align the display substrate 5100 with the cover member 5102. In the cover member 5102, a plurality of alignment portions 5400 are distributed and arranged separately from each other on the rear surface of the front cover portion 5108. Among the plurality of alignment portions 5400, there may be one formed away from the window defining portion 5112. Each alignment portion 5400 is formed in a cylindrical shape. The alignment portion 5400 protrudes rearward from the rear surface of the window defining portion 5112, and the rear end thereof is positioned rearward of the rear end of the lateral cover portion 5110 and protrudes from the cover member 5102.

  The display substrate 5100 includes a substrate hole 5300 formed so as to penetrate in the plate thickness direction, and the substrate hole 5300 is also formed in a circle in accordance with the columnar alignment portion 5400. The substrate hole 5300 is set to have the same or slightly larger opening size as the outer shape of the alignment portion 5400. The alignment portion 5400 and the substrate hole 5300 are provided so as to correspond in number, position, and the like. The alignment portion 5400 is fitted into the substrate hole 5300, and the display substrate 5100 is relatively positioned in the inner region of the cover member 5102. Is defined. Therefore, the cover member 5102 and the display substrate 5100 are assembled in a state where they are positioned vertically and horizontally with each other by fitting the alignment portion 5400 and the substrate hole 5300. The positional relationship between the alignment unit 5400 and the connector 5000 is the same as that in the embodiment (a).

  As described above, the cover member 5102 and the display substrate 5100 are assembled in a state of being positioned with each other by fitting the alignment portion 5400 and the substrate hole 5300, so that the LED 4945 and the window 5106 corresponding thereto are assembled. Alignment can be performed without deviation, and the state of the LED 4945 can be identified more suitably. In addition, since the alignment unit 5400 is formed integrally with the window defining unit 5112 and is reinforced by the window defining unit 5112, the alignment unit 5400 may be configured to protrude rearward from the window defining unit 5112. Can be avoided. By forming the alignment portion 5400 integrally with the window defining portion 5112, the projecting dimension can be shortened, and breakage or deformation of the alignment portion 5400 can be more preferably avoided.

  As shown in FIG. 151-1, the cover member 5102 and the display substrate 5100 are assembled by an engagement structure in which the alignment portion 5400 is melted and engaged with the display substrate 5100. After the assembly, the cover member 5102 and the display substrate 5100 are detached from each other. It is configured such that a trace of removal remains on either the cover member 5102 or the display substrate 5100 when it is difficult, difficult to reassemble, or disassembled. Specifically, when the alignment portion 5400 and the substrate hole 5300 are fitted together, the tip of the alignment portion 5400 protruding from the rear surface of the display substrate 5100 is melted so as to be larger than the substrate hole 5300. By crushing, a latching portion 5400a is formed at the tip of the alignment portion 5400. The display substrate 5100 is sandwiched between the rear end of the window defining portion 5112 and the hooking portion 5400a of the alignment portion 5400 and fixed to the cover member 5102.

  As described above, according to the engagement structure described above, it is difficult to remove the display substrate 51000 from the cover member 5102, and the display substrate 5100 is protected by the cover member 5102, thereby preventing illegal acts on the display substrate 5100. it can. In addition, when the latching portion 5400a is destroyed and the display substrate 5100 is forcibly removed from the cover member 5102, traces of the latching portion 5400a remaining on the cover member 5102 remain, and it is found that there has been an illegal act. Becomes easier. Furthermore, when the display substrate 5100 is forcibly removed from the cover member 5102, the latching portion 5400 a is broken, and the display substrate 5100 cannot be reattached to the cover member 5102, making reassembly difficult.

  As shown in FIGS. 151-1 and 151-2, on the front side of the cover member 5102, an identification unit 5120 capable of identifying the light emission modes of the plurality of LEDs 4945 individually or as a combination of the light emission modes of two or more LEDs 4945 is disposed. ing. The identification means 5120 may be an arrangement associated with the display by the LED 4945 or the LED 4945 such as only the cover member 5102, only the covering member 4800, or dispersedly provided on the cover member 5102 and the covering member 4800. In addition, the identification unit 5120 may be any of a configuration that is attached to the front surface or the rear surface of the cover member 5102 or the covering member 4800, a configuration that is provided inside the cover member 5102 or the covering member 4800, and the like. The identification means 5120 of this embodiment includes a first identification unit 5122 provided on the front surface of the cover member 5102 and a second identification unit 5124 provided on the front surface of the covering member 4800, and the front side of the first identification unit 5122. The second identification part 5124 is arranged so as to overlap. As shown in FIG. 148-1, the identification unit 5120 includes a third identification unit 4802 provided separately from the second identification unit 5124 on the front surface of the covering member 4800.

  As illustrated in FIG. 151-1, the first identification unit 5122 is provided on the front side of the window 5106, and a transmission unit 5126 serving as a first region that can transmit light or affects transmitted light, and a transmission unit And a shielding portion 5128 serving as a second region that is provided around 5126 and is less likely to transmit light than the transmission portion 5126. The first identification unit 5122 of this embodiment is formed in a sheet shape and is attached to the front surface of the cover member 5102. The first identification unit 5122 is preferably formed in a shape that matches the front surface area of the cover member 5102 where the window 5106 opens. In the present embodiment, the first identification unit 5122 is formed so as to cover the entire front surface of the cover member 5102. Has been. In the present embodiment, the first identification portion 5122 and the cover member 5102 are bonded by the adhesive layer provided on the first identification portion 5122. However, the size of the first identification portion 5122 and the attachment to the cover member 5102 The method is not limited to this. Note that the first identification unit 5122 may include a combination region that indicates a combination of light emission modes of two or more LEDs 4945 as in the case of the embodiment A.

  The transmission part 5126 is located on the front side of the window 5106 of the cover member 5102 and can transmit light emitted from the LED 4945 corresponding to the window 5106. The transmission part 5126 is provided so as to cover the entire front side opening of the window 5106, and the front side opening of the window 5106 is covered by the transmission part 5126 on the front side of the window 5106. The transmitting portion 5126 may be configured to be transparent, or may be configured to affect the transmitted light so that the LED 4045 disposed inside the window 5106 cannot be directly seen from the front side. Here, “influence on light” means, for example, an aspect that makes the LED 4945 difficult to visually recognize by making it translucent, an aspect that colors the light emitted from the LED 4945 by making it colored, A mode in which the light emitted from the LED 4945 is diffused to show a large size, a mode in which the light is focused and the light emitted from the LED 4945 is shown in a small size, a mode in which these are combined, etc. Light is diffused by the transmission portion 5126. The transmission part 5126 is configured as a part of a sheet attached to the front surface of the cover member 5102, and is arranged according to a plurality of windows 5106 provided in the cover member 5102. Is provided. That is, the first identifying portion 5122 is formed with a transmissive portion 5126 having a square shape matching the window 5106 and the same size as the window 5106, and the front opening of the window 5106 is closed without a gap by the transmissive portion 5126. .

  As described above, since the front side of the window 5106 is covered with the transmissive portion 5126, it is possible to make it difficult to access the LED 4945 mounted on the surface of the display substrate 5100 from the front side of the display 2408. In other words, the transmissive portion 5126 can prevent an illegal act from being performed on the display substrate 5100 through the window 5106 that penetrates to the inside of the cover member 5102. In addition, since the light emitted from the LED 4945 can be adjusted by the transmissive portion 5126, the state of the LED 4945 can be more easily identified, and the state of the adjacent LEDs 4945 can be easily distinguished.

  Around the transmissive portion 5126, a shielding portion 5128 is provided that is configured such that light is less likely to pass through the transmissive portion 5126 that covers the window 5106. In other words, the shielding portion 5128 is disposed so as to surround the window 5106 on the front side of the cover member 5102. The shielding part 5128 is provided so as to surround the entire circumference of the transmission part 5126, and in this embodiment, a part other than the transmission part 5126 is configured in one sheet constituting the first identification part 5122. The shielding portion 5128 is disposed so as to overlap with a region other than the window 5106 on the front surface of the front cover portion 5108 of the cover member 5102, and does not cover the inside of the window 5106. The shielding unit 5128 is composed of a dark color such as a color that absorbs light of a wide wavelength such as black, or a cold color such as amber, or the like, and has a low brightness level (which absorbs light well). Is different.

  Thus, since the shielding part 5128 that is difficult to transmit light is provided around the transmissive part 5126, the transmissive part 5126 can be easily understood, and the situation of the LED 4945 recognized through the transmissive part 5126 is further improved. It becomes easy to distinguish. Further, even if the window 5106 and the transmission portion 5126 are misaligned, it is difficult to understand that the window 5106 is not visible because it is not directly visible. In addition, if the transmission part 5126 is placed on the window 5106, the transmission part 5126 surrounded by the shielding part 5128 shines, so that the influence on the identification of the LED 4945 can be reduced.

  In addition, the shielding part 5128 is not limited to the configuration in which the transmission part 5126 is set to the same sheet, but the front surface of the front cover part 5108 of the cover member 5102 is set as the shielding part 5128, and the transparent part of the sheet is interposed therebetween. Alternatively, other configurations such as a configuration in which the shielding portion 5128 appears on the front side by not arranging the sheet on the front side of the shielding portion 5128 may be used.

  As illustrated in FIG. 151-2, the first identification unit 5122 is arranged to overlap the first layer 5130 on the front side of the region other than the window 5106 in the cover member 5102 and the first layer 5130 that easily transmits light. It is in the form of a sheet having a second layer 5131 that is less likely to transmit light than the first layer 5130. In other words, the portion corresponding to the transmission portion 5126 is configured only by the first layer 5130 that transmits light, and the portion corresponding to the shielding portion 5128 that is difficult to transmit light is between the first layer 5130 and the second layer 5128. It is composed of laminated parts. Since the stacked portion includes the second layer 5131, light is difficult to transmit in the stacking direction (thickness direction), and light is prevented from transmitting from the shielding portion 5128. Here, in the stacked portion, the first layer 5130 is disposed on the cover member 5102 side (rear side), and the second layer 5131 is disposed on the front side (front side). The first identification unit 5122 is obtained by, for example, laminating the second layer 5131 on a sheet made of the first layer 5130 by painting, printing, or the like, and can be visually recognized between the transmission unit 5126 and the shielding unit 5128. There is no step.

  By configuring the first identification portion 5122 in this manner, even if the window 5106 and the transmission portion 5126 are misaligned, light can be guided to the transmission portion 5126 by the first layer 5130, and the shielding portion 5128. Since the transmissive portion 5126 surrounded by the light shines, the influence on the identification of the LED 4945 can be reduced. In addition, in the portion corresponding to the shielding portion 5128, the light incident on the first layer 5130 is blocked by the second layer 5131 on the front side and does not leak to the front side, so that the transmission portion 5126 can be clearly identified.

  As illustrated in FIGS. 151-1 and 151-2, the second identification unit 5124 is located on the front side of the window 5106 and is attached to the covering member 4800. The second identification unit 5124 is provided on the front side of the window 5106, and is provided around the light transmission unit 5132 and the light transmission unit 5132 as a first region that can transmit light or influence the transmitted light. The light-shielding part 5134 as a 2nd area | region which is hard to permeate | transmit light rather than the light transmission part 5132 is provided. In addition, the second identification unit 5124 may include a combination area 4804 that is displayed on the light shielding unit 5134 and indicates the light emission mode of two or more LEDs 4945 as a combination. The second identification portion 5124 of the present embodiment is formed in a sheet shape and is attached to the front surface of the covering member 4800. The second identification unit 5134 is formed in accordance with the range of the plurality of windows 5106, and the front side of the plurality of windows 5106 is covered by one second identification unit 5124. In the present embodiment, the second identification portion 5124 and the covering member 4800 are bonded by the adhesive layer of the second identification portion 5124. However, the size of the second identification portion 5124, the attachment method to the covering member 4800, etc. It is not limited to this.

  The light passing portion 5132 of the present embodiment is located on the front side of the window 5106 of the cover member 5102 so that the light emitted from the LED 4945 corresponding to the window 5106 can be transmitted or the transmitted light is affected. It has become. The light passing portion 5132 is provided so as to cover at least the entire front opening of the window 5106, and the state of the LED 4945 can be visually recognized through the window 5106 by the light passing portion 5132 on the front side of the window 5106. The light passing portion 5132 of this embodiment is configured to be transparent and formed in a range corresponding to the plurality of windows 5106. Note that the light transmitting unit 5132 may be configured to affect the transmitted light, similarly to the transmitting unit 5126 of the first identifying unit 5122. Then, by adjusting the light emitted from the LED 4945 by the light passing portion 5132, the state of the LED 4945 can be more easily identified, and the state of the adjacent LEDs 4945 can be easily distinguished.

  Around the light passing portion 5132, there is provided a light shielding portion 5134 configured such that light is less likely to pass than the light passing portion 5132 that covers the window 5106. In other words, the light shielding portion 5134 is disposed on the front side of the cover member 5102 so as to surround the window 5106. The light shielding portion 5134 is provided so as to surround the entire circumference of the light passing portion 5132, and in this embodiment, a portion other than the light passing portion 5132 is configured in one sheet constituting the second identifying portion 5124. The light shielding portion 5234 is disposed on the front side of the cover member 5102 so as to overlap with an area other than the window 5106, and does not cover the inside of the window 5106. The light shielding unit 5134 is configured by a dark color with a low degree of brightness (which absorbs light well), such as a color that absorbs light of a wide wavelength such as black, or a cold color such as amber, and the color of the light transmitting unit 5132 Is different.

  As described above, since the light blocking portion 5134 that is difficult to transmit light is provided around the light passing portion 5132, the light passing portion 5132 can be easily understood, and the LED 4945 recognized through the light passing portion 5132 can be recognized. The situation becomes easier to distinguish. Further, even if the window 5106 and the light transmitting portion 5132 are misaligned, it can be difficult to understand that they are misaligned.

  Note that the light shielding unit 5134 is not limited to the configuration in which the light transmitting unit 5132 is set to the same sheet, and the front surface of the covering member 4800 corresponding to the front side of the window 5106 is set as the light shielding unit 5134 so that the transparent portion of the sheet Other configurations such as a configuration in which the light shielding portion 5134 appears on the front side by not arranging the sheet via the front side of the light shielding portion 5134 may be used. The cover member 4800 may have an opening corresponding to the window 5106, and the opening may be blocked by the second identification portion 5124 (the light transmitting portion 5132 and / or the light shielding portion 5134).

  The combination area 4804 is partitioned by a partition mark 4806 including a frame line (this embodiment) displayed on the light shielding portion 5134. The division mark 4806 is displayed so as to surround the plurality of light passing portions 5132, and the combination area 4804 surrounded by the division mark 4806 can be recognized separately from other areas. For example, the first and second special symbol displays 4900 and 4910, the first and second special symbol hold displays 4901 and 4911, the probability variation display 4920, the time reduction display 4921, the right-handed display 4922, the jackpot round number display Among these, in the 4930, the normal symbol display 4940, and the normal symbol hold display 4941, a plurality of LEDs 4945 (the transmission unit 5126 or the light transmission unit 5132) constitute the display unit. A group of (the transmitting portion 5126 or the light transmitting portion 5132) is surrounded by a partition mark 4806 to form a combination region 4804 corresponding to each display. Note that the section mark 4806 is not limited to the form of the frame line, and may be any structure that can recognize that it is distinguished from other areas, such as adding characters or changing the color in the combination area 4804. .

  Specifically, the combination area 4804 corresponding to the first special symbol display 4900 is displayed by being surrounded by the division mark 4806 so as to correspond to the six LEDs 4945 on the left side of the upper row. A combination area 4804 corresponding to the second special symbol display device 4910 is displayed by being surrounded by a partition mark 4806 so as to correspond to the six LEDs 4845 in the upper row. A combination corresponding to the first special symbol hold indicator 4901, surrounded by a partition mark 4806 so as to correspond to two LEDs 4945 arranged between the first special symbol indicator 4900 and the second special symbol indicator 4910. An area 4804 is displayed. A combination area 4804 corresponding to the second special symbol hold indicator 4911 is displayed by being surrounded by a partition mark 4806 so as to correspond to the two LEDs 4945 on the right side of the second special symbol indicator 4910. Further, a combination area 4804 corresponding to the jackpot round number display 4930 is displayed so as to be surrounded by the division mark 4806 so as to correspond to the eight LEDs 4945 on the left side of the lower row. A combination area 4804 corresponding to the normal symbol display 4940 is displayed by surrounding it with the division mark 4806 so as to correspond to the three LEDs 4945 on the right side of the big hit round number display 4930. A combination area 4804 corresponding to the normal symbol hold indicator 4941 is displayed by being surrounded by a partition mark 4806 so as to correspond to the two LEDs 4945 from the right side of the lower row.

  Thus, by displaying the combination area 4804, the states of the LEDs 4945 in the area are associated and recognized, and the player can easily recognize information by the combination of the LEDs 4945.

  As illustrated in FIG. 151-2, the second identification unit 5124 is arranged to overlap the front side of the first layer 5136 in addition to the first layer 5136 that easily transmits light and the region corresponding to the window 5106. It is in the form of a sheet having a second layer 5138 that is less likely to transmit light than the first layer 5136. In other words, the light transmitting portion 5132 corresponding to the window 5106 is configured only by the first layer 5136 that transmits light, and the portions corresponding to the light shielding portion 5134 that is difficult to transmit light are the first layer 5136 and the second layer 5138. It is comprised by the laminated part. Since the stacked portion includes the second layer 5138, it is difficult to transmit light as a whole, and the light is blocked from being transmitted from the light shielding portion 5134. Here, in the stacked portion, the first layer 5136 is disposed on the rear side, and the second layer 5138 is disposed on the front side (front side). The second identification unit 3124 is obtained by, for example, laminating the second layer 5138 on a sheet made of the first layer 5136 by painting, printing, or the like, and is visible between the light passing unit 5132 and the light shielding unit 5134. There is no step.

  The third identification unit 4802 is an area where various types of information are displayed. In the present embodiment, the third identification unit 4802 is attached to the covering member 4800 in the same manner as the second identification unit 5124. The third identification portion 4802 is formed in a sheet shape, and is disposed on the front surface of the covering member 4800 at a position different from the second identification portion 5124 (upper side in the present embodiment). In the third identification unit 4802, the displayed information is visible to the player. In the present embodiment, the third identification portion 4802 and the covering member 4800 are bonded by the adhesive layer of the third identification portion 4802. However, the size of the third identification portion 4802, the attachment method to the covering member 4800, etc. It is not limited to this. Further, the information displayed by the third identification unit 4802 may be displayed on the second identification unit 5124 or the first identification unit 5122 or may be displayed separately from the identification unit 5120, and the third identification unit 4802 may be omitted. .

  As described above, by providing the third identification unit 4802, more information can be displayed, and the information displayed on the display 2408 can be more easily understood. Further, by dividing each information and sorting and displaying it on a plurality of identification units 4802, 5122, 5124, it is possible to flexibly cope with changes such as when changing models.

  The identification units 4802, 5122, and 5124 (identification means 5120) may be configured so that the peripheral surface thereof is covered with the protection unit 4808 (FIG. 148-2). In the present embodiment, a protective portion 4808 is provided on the front surface of the covering member 4800, the peripheral surface of the second identifying portion 5124 attached to the front surface of the covering member 4800, and the third identifying portion attached to the front surface of the covering member 4800. Each peripheral surface of 4802 is covered with a protective portion 4808. Specifically, the protection unit 4808 is configured by a wall extending in the front-rear direction in a recess formed in accordance with the shape of the identification unit 4808, 5124 corresponding to the attachment position of the identification unit 4802, 5124. Yes. Further, the concave portion of the covering member 4800 has a depth approximately equal to the thickness of the identification portions 4802 and 5124. The protective portion 4808 faces the circumferential surface of the identification portions 4802 and 5124 fitted and attached to the concave portions, and the identification portion. The entire peripheries of 4802 and 5124 are surrounded by a protection unit 4808.

  Thus, by covering the peripheral surfaces of the identification units 4802 and 5124 with the protection unit 4808, it is possible to make it difficult for the protection unit 4808 to access the identification units 4802 and 5124. Removal of 4802 and 5124 can be prevented. Accordingly, it is possible to prevent an illegal act such as replacing the identification units 4802 and 5124 or removing the identification units 4802 and 5124 to access the display substrate 5100. Further, the identification units 4802 and 5124 can be aligned by attaching the identification units 4802 and 5124 to the covering member 4800 with the protection unit 4808 as a reference. In particular, since the second identification unit 5124 overlapping the front side of the window 5106 can be arranged without deviation, the state of the LED 4945 can be more appropriately determined.

  In this embodiment, the protection unit 4808 is provided corresponding to the entire circumference of the identification units 4802, 5124. However, the protection unit 4808 is provided on a part of the peripheral surface of the identification units 4802, 5122, 5124 (identification means 5120). The structure provided correspondingly may be sufficient.

  The information displayed by the identification means 5120 includes a game state that assists or explains information (may be referred to as game state information in the explanation) that is displayed on the display 2408 and that is related to the benefit given to the player in the game. Display, unique display indicating unique information such as model name, the probability of gaming machine 2301 (for example, 1/399), the probability of gaming machine 2301 (for example, 80/100), and the number of rounds per jackpot ( For example, spec display indicating spec information such as 16R, 4R, etc. may be displayed alone or in combination. In addition, these displays are described by printing or other methods visible to the player.

  For example, as the game state display, as in the embodiment described above, by forming the combination area 4804 surrounded by the division mark 4806, the states of the plurality of LEDs 4945 in the combination area 4804 are associated and recognized as combinations, The game state information displayed by a combination of a plurality of LEDs 4945 may be easily identified and assisted.

  FIG. 148-3 is an explanation showing an example of the game state display applied corresponding to the jackpot round number display 4930, and the same reference numerals are given to the same components as in the embodiment B, and the explanation is omitted. . For example, as shown in FIG. 148-3 (a), the game status display 4810 has a position that is known to correspond to the big hit round number display 4930, such as a position corresponding to the side of the big hit round number display 4930. Further, it may be configured to describe the display mode and the number of rounds of the LED 4945 for each round with a pattern schematically representing the big hit round number display 4930. A gaming status display 4810 in FIG. 148-3 (a) explains gaming status information (number of rounds) displayed by a combination of a plurality of LEDs 4945 of the jackpot round number display 4930. Therefore, by referring to the game status display 4810 of FIG. 148-3 (a), it is possible to easily identify the game status information (number of rounds) shown by the big hit round number display 4930.

  Further, as the game status display 4810, signs such as numerals and symbols are arranged at positions corresponding to the side of the LED 4945 (FIG. 148-3 (b)) or on the front side (FIG. 148-3 (c)). ) So that the state of the LED 4945 can be recognized and associated with the combination as a combination, or the state of the LED 4945 can be described. The label may be a color or a shape difference.

  The identification unit 5120 is divided into a first identification unit 5122 provided in the cover member 5102 and a second identification unit 5124 provided in the covering member 4800 as a configuration corresponding to the front side of the window 5106. Since the functions required of the identification unit 5120 can be assigned to the two identification units 5122 and 5124, the configuration of the identification units 5122 and 5124 can be simplified. In addition, by assigning and setting the functions required for the identification unit 5120 to the two identification units 5122 and 5124, the state of the LED 4945 can be more clearly distinguished, and the state of the LED 4945 can be more easily understood. In addition, by arranging the first identification unit 5122 and the second identification unit 5124 so as to overlap each other, a synergistic effect that is difficult with one sheet can be obtained due to the overlap of the two identification units 5122 and 5124.

  Since the covering member 4800 is attached to the game board 2310 so as to be replaceable, when the model is changed, if the covering member 4800 is removed from the game board 2310 and replaced, the identification portions 4802 and 5124 provided on the covering member 4800 are replaced. It can be easily exchanged. If the unique display and the specification display are performed by the covering member 4800, another model can be handled by replacing the covering member 4800. Further, since the first identification unit 5122 is provided on the cover member 5102, it is not affected by the replacement of the covering member 4800.

<Embodiment C>
In the present embodiment, the configuration of the display 2408 of the embodiment C is different. Therefore, a configuration unique to the display 2408 of this embodiment will be described, and a description of a configuration similar to that of the embodiment 2408 will be omitted.

In the present embodiment, the display 2408 is composed of one or a plurality of display units.
FIG. 157 is a perspective view of the display portion 5700 as viewed from the front side. FIG. 158 is a perspective view of the display portion 5700 viewed from the bottom side.

  The display portion 5700 includes a cover member 5710, a display substrate 5800 on which 10 LEDs are surface-mounted, and the like. The cover member 5710 includes a plate-like pedestal portion 5730 that forms the bottom of the cover member 5710, and a triangular prism-shaped protrusion 5720 that protrudes from the pedestal portion 5730. The corners of the side surfaces of the protruding portion 5720 are chamfered, and the display portion 5700 is arranged with the top of the protruding portion 5720 facing the player.

  In the protruding portion 5720, ten light guide hole portions 5740 are formed as windows penetrating the protruding portion 5720 along the protruding direction. Further, the pedestal portion 5730 of the cover member 5710 is attached to the display substrate 5800 so as to cover the surface thereof, and each light guide hole 5740 corresponds to an LED surface-mounted on the surface of the display substrate 5800. Arranged in position. Accordingly, the lighting state of each LED can be visually recognized from the top side of the protruding portion 5720 through the light guide hole 5740.

  On the other hand, on the back surface of the display substrate 5800, a connector 5810 wired to the surface-mounted LED is provided (see FIG. 158), and the LED and the main control board 2500 are connected via the connector 5810. Connected.

  The display substrate 5800 is welded to the pedestal portion 5730 of the cover member 5710, whereby the display substrate 5800 is difficult to remove, reassemble, and disassemble with respect to the cover member 5710. 5700 or the display substrate 5800 is attached with a trace remaining.

  Note that the method for attaching the display substrate 5800 to the cover member 5710 (the pedestal portion 5730) is not limited to this, and for example, by attaching using a caulking, an adhesive, or the like, The cover member 5710 or the display substrate 5800 may be attached in a state in which a trace remains when it is difficult to remove, reassemble, and disassemble.

  Further, the shape of the protruding portion 5720 is not limited to the triangular prism shape, but may be various shapes such as a cylindrical shape and a quadrangular prism shape. In this embodiment, as an example, 10 LEDs are surface-mounted on the display substrate 5800, and 10 light guide hole portions 5740 corresponding to each LED are formed in the cover member 5710. However, the present invention is not limited to this, and it is conceivable to provide one or a plurality of LEDs and a light guide hole.

The display 2408 is composed of one or a plurality of display units 5700, and displays information relating to the benefits given to the player in the game, as in the case of the embodiment a.
FIG. 159 is a front view of each display unit 5700 when the display 2408 is configured by four display units 5700 as an example. These display units 5700 may be arranged together in the lower left of the game area 2312 adjacent to the outer rail 2410a, or may be separately arranged around the game area 2312, as in the embodiment A.

  The display portion 5700 of FIG. 159 (A) is configured as a first special symbol holding display 5900 composed of four LEDs and a first special symbol display 5910 composed of six LEDs.

  In addition, the display portion 5700 in FIG. 159 (B) is configured as a second special symbol hold indicator 5920 composed of four LEDs and a second special symbol indicator 5930 composed of six LEDs. .

  In addition, the display portion 5700 in FIG. 159 (C) includes a normal symbol holding display 5940 including four LEDs, a normal symbol display 5950 including three LEDs, and one LED. The probability variation display 5960, the time reduction display 5970, and the right-handed display 5980 are configured.

In addition, the display portion 5700 in FIG. 159 (D) is configured as a big hit round number display 5990 including ten LEDs.
Of course, these are examples of the configuration of the display 2408, and the display 2408 may be configured by one or a plurality of display units 5700. In addition, a special symbol hold indicator, a special symbol indicator, a normal symbol hold indicator, a normal symbol indicator, a jackpot round number indicator, or the like may be configured by a plurality of display units 5700.

<Other embodiments>
As described above, the present invention is not limited to the embodiments described above, and can be implemented in various forms without departing from the technical scope thereof.

  In the above-described embodiment, the LED is exemplified as the means for displaying the game state information on the display (display means). However, the present invention is not limited to this, and an organic EL or other light emitter may be used. In addition, as a light-emitting body, it is desirable from a viewpoint of compacting etc. that surface mounting is possible.

  The display board is not limited to a plate shape, and may be any display board (display means) provided with the above-described light emitter as means for displaying game state information. In the display device (display means), a structure in which a light emitter is mounted and a circuit for the light emitter is provided can also be referred to as a light emitter.

  In the embodiment described above, the configuration in which the cover member of the display (display means) is covered with the covering member is illustrated, but a covering member provided on the game board may be used as the cover member of the display. Further, the cover member of the display (display means) may be used as the covering member. A structure that covers at least the front side of the display substrate (light emitting means) and protects the display substrate (light emitting means), refers to both the covering member and the cover member, or one of the covering member and the cover member, and serves as the covering means. Can be caught.

  In the embodiment described above, an example has been described in which an identification unit is provided corresponding to the display unit (display unit) to help identify game state information displayed by the state of the LED of the display unit (display unit). Not limited. For example, an information display unit may be provided that displays or displays the above-described unique display or spec display, which has a direct relationship with or adjacent to the display device (display means) and is not directly related to the game state information. Therefore, the front side of the display (display means) and the front side of the window may be covered. As described above, an information display unit may be provided instead of or in addition to the above-described mode of displaying the unique display or the spec display on the identification unit.

  The identification means is not limited to be configured so that the light emission modes of the plurality of LEDs can be identified individually or as a combination of the light emission modes of two or more LEDs, and the display unit (display unit) corresponds to the display unit (display unit). Any configuration may be used as long as it assists in identifying the game state information displayed by the LED state. As an identification mode, an information auxiliary mode that makes it easy to grasp the meaning of the state of the LED by providing a label or the like corresponding to the LED, or a relationship between the first region that transmits light and the second region that hardly transmits light As described above, a discrimination assisting mode including a single unit or a combination thereof is included, such as a mode in which the state of the LED is easily discriminated (easily viewed). In particular, the information assisting mode can be distinguished and referred to as an information assisting unit, and the discrimination assisting mode can be distinguished and referred to as a discrimination assisting unit.

  In the display device (display means), the configuration arranged on the front side of the window is not limited to the above-described identification means, and is a protective means that is disposed so as to cover the window and prevents fraud through the window. May be. For example, in addition to the identification means, a protective means made of a transparent light-transmitting sheet is provided on the cover member, the covering member, or the identification means itself, or the transparent means can transmit light instead of the identification means. Protective means made of a simple sheet can be provided on the cover member or the covering member.

  The display (display means) is connected to a control means such as a main control board or an effect control board, and is given to the player according to a display mode of individual or combination of a plurality of light emitters according to a signal from the control means. It can be said that the information relating to the profit (special symbol, number of rounds of the big hit game: game state information) is displayed. The indicator (display means) repeats lighting and extinction of a plurality of light emitters in a predetermined pattern during the symbol variation period, and is determined in advance among the plurality of light emitters immediately after the end of symbol variation or at a timing after the predetermined period. By turning on and off the light emitters corresponding to the formed patterns, display by individual light emitters or combination display by a plurality of light emitters can be performed, and these displays can be performed in a plurality of patterns.

  The display mode displayed directly or indirectly (such as the above-mentioned identification means) by printing on the covering member, and the arrangement of each special symbol, the number of reserved memories, the number of rounds of jackpot game, etc. on the display (display means) By changing both or one of the controls and / or one of the controls, the display device (display means) may be shared by different models.

  The display (display means) can be installed in the front and back area (glass side position) between the front of the game area of the game board (cell image position) and the height direction of the launch rail, and placed on the front of the game board If it is in a range that can be seen through the glass, it is within the game area (the front and back area using the predetermined space of the winning device or the center bonus), or the game area forming part (the member that forms the game area where the game ball can flow down) (It may be a rail or a resin.) Or outside the gaming area (outside the outer rail) Similarly, a covering member may be installed at these positions.

  Specifically, for example, the gaming machine of the embodiment is configured as one type of pachinko gaming machine, but the present invention is not limited to this, and the display device of the embodiment described above can be used for various types of pachinko gaming machines. Can be installed.

  In addition, for example, in the above-described embodiment, the display is connected to the effect control board, and the effect control board is information related to the benefits given to the player by the display based on the information acquired from the main control board. It is good also as a structure which displays.

  In addition, as a display connected to the main control board for performing various lotteries, reel control, etc. in the spinning-type game machine, a display having the same configuration as the display of the above-described embodiment is provided. Information regarding the profits given to the player in the game with the swing type gaming machine may be displayed. Attach the back of the display board with the LED mounted on the front surface to the casing of the spinning-type game machine, etc., by welding, etc., in a state where traces remain when it is difficult to remove, reassemble, or disassemble. A cover member that covers the surface of the substrate may be provided. Then, the display device may display information related to the benefits given to the player in the game with the spinning-type game machine.

◇ [Invention A-1]
In the gaming machine (2301) of the invention A-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800) and a front side of the cover member (4202, 5102, 5710), and a plurality of LEDs (4045, 4945) Identification means (4220, 5120) capable of identifying the light emission mode individually or as a combination of the light emission modes of the two or more LEDs (4405, 4945),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The identification means (4220, 5120) is provided on the front side of the window (4206, 5106, 5740), and a first region (4222, 5126, 5132) that can transmit light or affects transmitted light. A second region (4224, 5128, 5134) provided around the first region (4222, 5126, 5132) and less transmitting light than the first region (4222, 5126, 5132); A combination area (4226, 4804) that is displayed in two areas (4224, 5128, 5134) and indicates a light emission mode of two or more of the LEDs (4045, 4945) as a combination;
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention A-2]
In the gaming machine (2301) of the invention A-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800) and a front side of the cover member (4202, 5102, 5710), and a plurality of LEDs (4045, 4945) Identification means (4220, 5120) capable of identifying the light emission mode individually or as a combination of the light emission modes of the two or more LEDs (4405, 4945),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The identification means (4220, 5120) is provided on the front side of the window (4206, 5106, 5740), and a first region (4222, 5126, 5132) that can transmit light or affects transmitted light. A second region (4224, 5128, 5134) provided around the first region (4222, 5126, 5132) and less transmitting light than the first region (4222, 5126, 5132); A combination area (4226, 4804) that is displayed in two areas (4224, 5128, 5134) and indicates a light emission mode of two or more of the LEDs (4045, 4945) as a combination;
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention B-1]
In the gaming machine (2301) of the invention B-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). A window defining part (4212, 5112) configured to distinguish the state of the LED (4405, 4945) corresponding to the window (4206, 5106, 5740) for each window,
The cover member (4202, 5102, 5710) is disposed on the rear side of the covering member (4800) that fills the front and rear areas of the gaming machine (2301) in front of the game board (2310), and is attached to the covering member (4800). Attached,
The front side of the cover member (4202, 5102, 5710) surrounds the first region (4222, 5126, 5132) disposed on the front side of the window (4206, 5106, 5740), and hardly transmits light. Two regions (4224, 5128, 5134) are provided, and the state of the LEDs (4045, 4945) corresponding to the windows (4206, 5106, 5740) through the first region (4222, 5126, 5132) is changed. Distinguishable identification means (4220, 5120) are arranged,
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention B-2]
In the gaming machine (2301) of the invention B-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). A window defining part (4212, 5112) configured to distinguish the state of the LED (4405, 4945) corresponding to the window (4206, 5106, 5740) for each window,
The cover member (4202, 5102, 5710) is disposed on the rear side of the covering member (4800) that fills the front and rear areas of the gaming machine (2301) in front of the game board (2310), and is attached to the covering member (4800). Attached,
The front side of the cover member (4202, 5102, 5710) surrounds the first region (4222, 5126, 5132) disposed on the front side of the window (4206, 5106, 5740), and hardly transmits light. Two regions (4224, 5128, 5134) are provided, and the state of the LEDs (4045, 4945) corresponding to the windows (4206, 5106, 5740) through the first region (4222, 5126, 5132) is changed. Distinguishable identification means (4220, 5120) are arranged,
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention C-1]
In the gaming machine (2301) of the invention C-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The display substrate (4200, 5100, 5800) is configured such that the front surface of the display substrate (4200, 5100, 5800) and the peripheral surface of the display substrate (4200, 5100, 5800) are the cover members (4202, 5102, 5710). Stored inside
A protective member (4204) covering the rear surface of the display substrate (4200, 5100, 5800) housed in the cover member (4202, 5102, 5710) is the cover member (4202, 5102, 5710) or the display substrate. (4200, 5100, 5800)
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention C-2]
In the gaming machine (2301) of the invention C-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The display substrate (4200, 5100, 5800) is configured such that the front surface of the display substrate (4200, 5100, 5800) and the peripheral surface of the display substrate (4200, 5100, 5800) are the cover members (4202, 5102, 5710). Stored inside
A protective member (4204) covering the rear surface of the display substrate (4200, 5100, 5800) housed in the cover member (4202, 5102, 5710) is the cover member (4202, 5102, 5710) or the display substrate. (4200, 5100, 5800)
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention D-1]
In the gaming machine (2301) of the invention D-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The cover member (4202, 5102, 5710) has the display substrate (4200, 5100, 5800) such that the window defining portion (4212, 5112) faces the front surface of the display substrate (4200, 5100, 5800). ) And individually enclose the entire circumference of the LEDs (4045, 4945) mounted on the front surface of the display substrate (4200, 5100, 5800) by the window defining part (4212, 5112),
It is attached to the front surface of the cover member (4202, 5102, 5710) so as to cover the window (4206, 5106, 5740), and the light emission mode of the LED (4405, 4945) is set for each of the windows (4206, 5106, 5740). Having identification means (4220, 5120) that can be identified;
The identification means (4220, 5120) includes regions other than the first layer (4230, 5130, 5136) that easily transmits light and the window (4206, 5106, 5740) in the cover member (4202, 5102, 5710). A second layer (4232, 5131, 5138) which is disposed on the front side so as to overlap the first layer (4230, 5130, 5136) and which is less permeable to light than the first layer (4230, 5130, 5136). Have
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention D-2]
In the gaming machine (2301) of the invention D-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The cover member (4202, 5102, 5710) has the display substrate (4200, 5100, 5800) such that the window defining portion (4212, 5112) faces the front surface of the display substrate (4200, 5100, 5800). ) And individually enclose the entire circumference of the LEDs (4045, 4945) mounted on the front surface of the display substrate (4200, 5100, 5800) by the window defining part (4212, 5112),
It is attached to the front surface of the cover member (4202, 5102, 5710) so as to cover the window (4206, 5106, 5740), and the light emission mode of the LED (4405, 4945) is set for each of the windows (4206, 5106, 5740). Having identification means (4220, 5120) that can be identified;
The identification means (4220, 5120) includes regions other than the first layer (4230, 5130, 5136) that easily transmits light and the window (4206, 5106, 5740) in the cover member (4202, 5102, 5710). A second layer (4232, 5131, 5138) which is disposed on the front side so as to overlap the first layer (4230, 5130, 5136) and which is less permeable to light than the first layer (4230, 5130, 5136). Have
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention E-1]
In the gaming machine (2301) of the invention E-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The front side of the cover member (4202, 5102, 5710) is covered by a covering member (4800) which is replaceably attached to the game board (2310) of the gaming machine (2301) and fills the front and rear regions of the front side of the game board (2310). Covering
Located on the front side of the cover member (4202, 5102, 5710) and provided on the covering member (4800), the light emitting modes of the plurality of LEDs (4045, 4945) are individually or two or more of the LEDs (4045, 4945). Identification means (4220, 5120) that can be identified as a combination of light emission modes)
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention E-2]
In the gaming machine (2301) of the invention E-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
The front side of the cover member (4202, 5102, 5710) is covered by a covering member (4800) which is replaceably attached to the game board (2310) of the gaming machine (2301) and fills the front and rear regions of the front side of the game board (2310). Covering
Located on the front side of the cover member (4202, 5102, 5710) and provided on the covering member (4800), the light emitting modes of the plurality of LEDs (4045, 4945) are individually or two or more of the LEDs (4045, 4945). Identification means (4220, 5120) that can be identified as a combination of light emission modes)
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention F-1]
In the gaming machine (2301) of the invention F-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
Covering the front side of the cover member (4202, 5102, 5710) with a covering member (4800) that is attached to the gaming board (2310) of the gaming machine (2301) and fills the front and rear regions on the front side of the gaming board (2310),
The covering member (4800) is positioned on the front side of the cover member (4202, 5102, 5710) and attached to the front surface of the covering member (4800), and the light emitting modes of the plurality of LEDs (4045, 4945) are individually or Identification means (4220, 5120) that can be identified as a combination of light emission modes of two or more LEDs (4045, 4945);
A protective portion (4808) provided on the front surface of the covering member (4800) and covering a peripheral surface of the identification means (4220, 5120) attached to the front surface of the covering member (4800),
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention F-2]
In the gaming machine (2301) of the invention F-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
Covering the front side of the cover member (4202, 5102, 5710) with a covering member (4800) that is attached to the gaming board (2310) of the gaming machine (2301) and fills the front and rear regions on the front side of the gaming board (2310),
The covering member (4800) is positioned on the front side of the cover member (4202, 5102, 5710) and attached to the front surface of the covering member (4800), and the light emitting modes of the plurality of LEDs (4045, 4945) are individually or Identification means (4220, 5120) that can be identified as a combination of light emission modes of two or more LEDs (4045, 4945);
A protective portion (4808) provided on the front surface of the covering member (4800) and covering a peripheral surface of the identification means (4220, 5120) attached to the front surface of the covering member (4800),
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◆ [Invention G-1]
In the gaming machine (2301) of the invention G-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
Covering the front side of the cover member (4202, 5102, 5710) with a covering member (4800) that is attached to the gaming board (2310) of the gaming machine (2301) and fills the front and rear regions on the front side of the gaming board (2310),
By identification means (5120) having a first identification part (5122) provided on the front surface of the cover member (4202, 5102, 5710) and a second identification part (5124) provided on the covering member (4800). The light emitting modes of the plurality of LEDs (4045, 4945) can be identified individually or as a combination of the light emitting modes of two or more LEDs (4045, 4945),
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◆ [Invention G-2]
In the gaming machine (2301) of the invention G-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
Covering the front side of the cover member (4202, 5102, 5710) with a covering member (4800) that is attached to the gaming board (2310) of the gaming machine (2301) and fills the front and rear regions on the front side of the gaming board (2310),
By identification means (5120) having a first identification part (5122) provided on the front surface of the cover member (4202, 5102, 5710) and a second identification part (5124) provided on the covering member (4800). The light emitting modes of the plurality of LEDs (4045, 4945) can be identified individually or as a combination of the light emitting modes of two or more LEDs (4045, 4945),
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention H-1]
In the gaming machine (2301) of the invention H-1,
The main control means (2500) for controlling the progress of the game, and connected to the main control means (2500), and in response to a signal from the main control means (2500), a special symbol and a lottery corresponding to the special symbol A game provided with display means (2408, 2420) for displaying any one of the number of reserved memory, the number of rounds of the big hit game, the normal symbol, and the number of reserved memory for the lottery corresponding to the normal symbol by LED (4045, 4945) Machine,
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corresponding to the windows (4206, 5106, 5740) can be distinguished for each of the windows (4206, 5106, 5740). )
Identification means (4220) formed on the front surface of the cover member (4202, 5102, 5710) according to the shape of the region in which the windows (4206, 5106, 5740) on the front surface of the cover member (4202, 5102, 5710) are opened. , 5120) are attached,
The identification means (4220, 5120) surrounds the first region (4222, 5126, 5132) disposed on the front side of the window (4206, 5106, 5740), and the second region (4224) hardly transmits light. , 5128, 5134) and the state of the LED (4405, 4945) corresponding to the window (4206, 5106, 5740) can be identified through the first region (4222, 5126, 5132). ,
In the display means (2408, 2420), it is difficult to remove the display substrate (4200, 5100, 5800) from the cover member (4202, 5102, 5710), the display substrate (4200, 5100, 5800) and the cover. It is difficult to reassemble the member (4202, 5102, 5710), or when the display means (2408, 2420) is disassembled, the cover member (4202, 5102, 5710) and the display substrate (4200, 5100, 5800) ) Is characterized in that a trace of removal remains in any of the above.

◇ [Invention H-2]
In the gaming machine (2301) of the invention H-2,
Main control means (2500) for controlling the progress of the game, a special symbol acquired from the main control means (2500), the number of reserved memories for the lottery corresponding to the special symbol, the number of rounds of the jackpot game, the normal symbol, the normal symbol Is connected to the effect control means (2520) and the effect control means (2520) based on the information related to any of the number of reserved storage for the lottery corresponding to the signal from the effect control means (2520) A display means (2408, 2420) for displaying the information by means of LEDs (4045, 4945) according to
The display means (2408, 2420) includes a display substrate (4200, 5100, 5800) on which a plurality of the LEDs (4045, 4945) are surface-mounted, and the LED on which the plurality of LEDs (4045, 4945) are mounted. A cover member (4202, 5102, 5710) covering the front surface of the display substrate (4200, 5100, 5800),
The cover member (4202, 5102, 5710) penetrates the cover member (4202, 5102, 5710) back and forth and is formed in correspondence with the LED (4045, 4945) (4206, 5106, 5740). , And the state of the LEDs (4405, 4945) corre